re_e
2013-06-16, 11:25 PM
The thread about positive and negative energy (http://www.giantitp.com/forums/showthread.php?p=15446283#post15446283) gave me a idea for two new spells.
Kill Disease
Necromancy
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell channel a controled amount of negative energy to kill virus, bacteria and other harmful organisms, removing all diseases that the subject is suffering from.
The spell also kills parasites, including green slime and others.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Healing Overload
Conjuration (Healing)
Level: Cleric 9
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
On a failed saving throw, this spell creates a conection between the subject and the positive energy plane.
The affected creature gain fast healing 5, and if is at full hit points, gain 5 additional temporary hit points per round. However, the subject must make a Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it.
This spell is capable of affecting undeads. Any undead that fails his saving throw takes 5 points of damage per round..
The negative energy spell is remove disease for wizards, and the positive is save or die.
Kill Disease
Necromancy
Level: Sorcerer/Wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This spell channel a controled amount of negative energy to kill virus, bacteria and other harmful organisms, removing all diseases that the subject is suffering from.
The spell also kills parasites, including green slime and others.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Healing Overload
Conjuration (Healing)
Level: Cleric 9
Components: V, S
Casting Time: 1 standard action
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
On a failed saving throw, this spell creates a conection between the subject and the positive energy plane.
The affected creature gain fast healing 5, and if is at full hit points, gain 5 additional temporary hit points per round. However, the subject must make a Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it.
This spell is capable of affecting undeads. Any undead that fails his saving throw takes 5 points of damage per round..
The negative energy spell is remove disease for wizards, and the positive is save or die.