wayfare
2014-01-25, 05:45 PM
Hey All:
After 100 and some posts about how healing is not tactical or interesting in a thread around these parts, I've decided to brew some healing spells that are aimed at making healing more tactical, powerful, and fun.
PEACH me up, and please make suggestions for other effects!
Lesser Life Drain
Necromancy (Healing)
Level: 1
Components: V, S
Casting Time: Standard Action
Range: Short (25 ft + 5ft/2 levels)
Target: Two Creatures within range
Duration: Instant
Saving Throw: Fort Half
Spell Resistance: Yes
When casting this spell, choose two targets within range. Make a ranged touch attack against one of the targets. On a success, the opponent takes 1d6 damage/2 levels (5d6 max; Fortitude half). Your second target heals as much damage as you inflicted on your enemy.
Life Drain
Necromancy (Healing)
Level: 3
As lesser life drain, but you inflict 1d6 damage/level (Max 10d6)
Greater Life Drain
Necromancy (Healing)
Level: 5
As Life Drain, but you can split the healing bestowed between any number of creatures with 30 feet of you. Greater Life Drain inflicts a maximum of 15d6 damage.
Vital Storm
Necromancy
Level: 3
Components: V, S
Casting Time: Standard Action
Range: Short
Target: 20 foot radius
Duration: Instant
Saving Throw: Fort Half
Spell Resistance: Yes
You cause a vault of positive energy to rain from the heavens upon the battlefield, healing the living and damaging the undead.
Living targets in the area heal 1d8/2levels damage (max 5d8) and excess healing is converted to temporary hp. Undead in the area suffer an equal amount of damage.
Vital Transfer
Necromancy
Level: 2
Components: V, S
Casting Time: Swift
Range: Short (25 feet + 5 ft/2levels)
Target: Single
Duration: Instant
Saving Throw: Fort Negates
Spell Resistance: Yes
You create a parasitic link with an opponent, draining its energy to fuel yourself with unnatural vigor. Your target takes 2 damage/level (max 20) and you gain as much temporary hp. Until this temporary hp is depleted, you act as if under the effects of the Haste spell, while your opponent acts as if under the Slow spell.
Invigorating Spelldrain
Abjuration
Level: 4
Components: V, S
Casting Time: Standard Action
Range: Short
Target: Single
Duration: Instant
Saving Throw: None
Spell Resistance: No
You cannibalize an existing dweomer to lend an ally strength. Treat this as a targeted dispel magic attempt with a maximum modifier of +15. On a successful dispel check, the spell is ended and one target of your choice within 30 feet gain 5 temporary hp per level of the spell canceled by this effect (max +30).
Invigorating Spellstrike
Abjuration
Level: 6
Components: V, S
Casting Time: Immediate
Range: Short
Target: Single
Duration: Instant
Saving Throw: None (see text)
Spell Resistance: No
You hijack an enemy’s spell, converting its energy into health for your beleaguered allies. Treat this as a Dispel Magic counterspell attempt with a maximum modifier of +20. If you successfully counter the spell, all allies within 30 feet of the target gain 5 temporary HP per level of the spell countered (max +30).
After 100 and some posts about how healing is not tactical or interesting in a thread around these parts, I've decided to brew some healing spells that are aimed at making healing more tactical, powerful, and fun.
PEACH me up, and please make suggestions for other effects!
Lesser Life Drain
Necromancy (Healing)
Level: 1
Components: V, S
Casting Time: Standard Action
Range: Short (25 ft + 5ft/2 levels)
Target: Two Creatures within range
Duration: Instant
Saving Throw: Fort Half
Spell Resistance: Yes
When casting this spell, choose two targets within range. Make a ranged touch attack against one of the targets. On a success, the opponent takes 1d6 damage/2 levels (5d6 max; Fortitude half). Your second target heals as much damage as you inflicted on your enemy.
Life Drain
Necromancy (Healing)
Level: 3
As lesser life drain, but you inflict 1d6 damage/level (Max 10d6)
Greater Life Drain
Necromancy (Healing)
Level: 5
As Life Drain, but you can split the healing bestowed between any number of creatures with 30 feet of you. Greater Life Drain inflicts a maximum of 15d6 damage.
Vital Storm
Necromancy
Level: 3
Components: V, S
Casting Time: Standard Action
Range: Short
Target: 20 foot radius
Duration: Instant
Saving Throw: Fort Half
Spell Resistance: Yes
You cause a vault of positive energy to rain from the heavens upon the battlefield, healing the living and damaging the undead.
Living targets in the area heal 1d8/2levels damage (max 5d8) and excess healing is converted to temporary hp. Undead in the area suffer an equal amount of damage.
Vital Transfer
Necromancy
Level: 2
Components: V, S
Casting Time: Swift
Range: Short (25 feet + 5 ft/2levels)
Target: Single
Duration: Instant
Saving Throw: Fort Negates
Spell Resistance: Yes
You create a parasitic link with an opponent, draining its energy to fuel yourself with unnatural vigor. Your target takes 2 damage/level (max 20) and you gain as much temporary hp. Until this temporary hp is depleted, you act as if under the effects of the Haste spell, while your opponent acts as if under the Slow spell.
Invigorating Spelldrain
Abjuration
Level: 4
Components: V, S
Casting Time: Standard Action
Range: Short
Target: Single
Duration: Instant
Saving Throw: None
Spell Resistance: No
You cannibalize an existing dweomer to lend an ally strength. Treat this as a targeted dispel magic attempt with a maximum modifier of +15. On a successful dispel check, the spell is ended and one target of your choice within 30 feet gain 5 temporary hp per level of the spell canceled by this effect (max +30).
Invigorating Spellstrike
Abjuration
Level: 6
Components: V, S
Casting Time: Immediate
Range: Short
Target: Single
Duration: Instant
Saving Throw: None (see text)
Spell Resistance: No
You hijack an enemy’s spell, converting its energy into health for your beleaguered allies. Treat this as a Dispel Magic counterspell attempt with a maximum modifier of +20. If you successfully counter the spell, all allies within 30 feet of the target gain 5 temporary HP per level of the spell countered (max +30).