Kadzar
2017-04-20, 01:39 PM
This is a sort of follow-up to a previous thread of mine (http://www.giantitp.com/forums/showthread.php?498112-Help-Me-Make-a-Somewhat-OP-Death-Based-Evocation-Spell). So, again, Not that I think they'll read it, but just in case: if you are in a group with Andy, Joel, Chris, Kevin, Derek, Luis, and Nick (and also me, James), don't read this. I'll also be spoilering the more spoilery bits.
Blood Transfusion (name not final; willing to take suggestions)
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V,S (might put a Material in here if someone can think of something appropriate)
Duration: 1 hour
When the spell is cast, you may deal 1d8 necrotic damage to each of your living, non-conjured allies within 60 feet of you. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. Any healing from this spell in excess of your hit point maximum is converted into temporary hit points for the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
You may repeat this effect as an action or as a reaction whenever you take damage.
If a creature is charmed by you, it gets to make a Wisdom saving throw before taking damage. On a successful save, the creature is no longer charmed, and it takes no damage if it is no longer friendly to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Blood Transfusion (name not final; willing to take suggestions)
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V,S (might put a Material in here if someone can think of something appropriate)
Duration: 1 minute
When the spell is cast, all the caster's living, non-conjured allies within 60 feet of the caster immediately take 1d6 necrotic damage, and the caster gains regains 1d6 hit points for each creature so damaged. On subsequent turns, the caster's living, non-conjured allies with 60 feet of the caster take 1 point of damage on the caster's turn, and the caster regains 1 hit point for each creature so damaged. The damage this spell deals to allies ignores resistance and immunity.
If a creature is charmed by you, it gets to make a Wisdom saving throw before taking damage. On a successful save, the creature is no longer charmed, and it takes no damage if it is no longer friendly to you.
If an ally is killed by the damage from this spell, it can only be restored to life by means of a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial healing increases by 1d6 each for each slot level about 3rd.
Like my previous spell, this would be a wizard spell. It can only be learned by one wizard at a time, as the spell will only appear in the wizard's spellbook after they die, and a wizard attempting to record said spell in their own spellbook actually ends up absorbing the spell into their own mind (so it is always prepared and doesn't count against their normal number of spells prepared. The only way to remove the spell from the wizard's mind without killing them is by casting dispel evil and good (and I might require the wizard to be willing for it to work), in which case a demon (which is the thing that inhabits the wizard's mind and allows them to cast the spell) comes out (if I don't stat up a specific kind I'll probably make it a shadow demon). If anyone manages to kill this demon and capture the ichor it dissolves into, the ichor can be used as ink to scribe out this spell. Any ichor left over then immediately evaporates.
This is intended to be used by an enemy tiefling enchanter. Technically,
he was supposed to have the previous spell I made, but, because of his backstory, it made more sense to give it to the party wizard's mentor (albeit in a somewhat modified form, which I may post in the original thread).
The idea is that this is supposed to boost the hit points of a squishy wizard boss, at the cost of harming his (probably mostly charmed) allies. I was thinking of making it give temp hp instead, but I'm not sure if that's worth sacrificing allies for. Also, allies killed by the spell can't be brought back because it takes their souls. I'm slightly worried about how to prevent that aspect from being abused by players without preventing the enchanter from using his charming ability, though. Removed that part, made it reduce hit point maximum instead, basically based off of how monsters like vampires and succubi work.
So, basically, I think it's usable in this form if I absolutely must, but if you have any other ideas about how I can make a spell that harms your allies to heal you, please let me know.
Blood Transfusion (name not final; willing to take suggestions)
1st-level necromancy
Casting Time: 1 action
Range: Self
Components: V,S (might put a Material in here if someone can think of something appropriate)
Duration: 1 hour
When the spell is cast, you may deal 1d8 necrotic damage to each of your living, non-conjured allies within 60 feet of you. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. Any healing from this spell in excess of your hit point maximum is converted into temporary hit points for the duration. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
You may repeat this effect as an action or as a reaction whenever you take damage.
If a creature is charmed by you, it gets to make a Wisdom saving throw before taking damage. On a successful save, the creature is no longer charmed, and it takes no damage if it is no longer friendly to you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Blood Transfusion (name not final; willing to take suggestions)
3rd-level necromancy
Casting Time: 1 action
Range: Self
Components: V,S (might put a Material in here if someone can think of something appropriate)
Duration: 1 minute
When the spell is cast, all the caster's living, non-conjured allies within 60 feet of the caster immediately take 1d6 necrotic damage, and the caster gains regains 1d6 hit points for each creature so damaged. On subsequent turns, the caster's living, non-conjured allies with 60 feet of the caster take 1 point of damage on the caster's turn, and the caster regains 1 hit point for each creature so damaged. The damage this spell deals to allies ignores resistance and immunity.
If a creature is charmed by you, it gets to make a Wisdom saving throw before taking damage. On a successful save, the creature is no longer charmed, and it takes no damage if it is no longer friendly to you.
If an ally is killed by the damage from this spell, it can only be restored to life by means of a wish spell.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial healing increases by 1d6 each for each slot level about 3rd.
Like my previous spell, this would be a wizard spell. It can only be learned by one wizard at a time, as the spell will only appear in the wizard's spellbook after they die, and a wizard attempting to record said spell in their own spellbook actually ends up absorbing the spell into their own mind (so it is always prepared and doesn't count against their normal number of spells prepared. The only way to remove the spell from the wizard's mind without killing them is by casting dispel evil and good (and I might require the wizard to be willing for it to work), in which case a demon (which is the thing that inhabits the wizard's mind and allows them to cast the spell) comes out (if I don't stat up a specific kind I'll probably make it a shadow demon). If anyone manages to kill this demon and capture the ichor it dissolves into, the ichor can be used as ink to scribe out this spell. Any ichor left over then immediately evaporates.
This is intended to be used by an enemy tiefling enchanter. Technically,
he was supposed to have the previous spell I made, but, because of his backstory, it made more sense to give it to the party wizard's mentor (albeit in a somewhat modified form, which I may post in the original thread).
The idea is that this is supposed to boost the hit points of a squishy wizard boss, at the cost of harming his (probably mostly charmed) allies. I was thinking of making it give temp hp instead, but I'm not sure if that's worth sacrificing allies for. Also, allies killed by the spell can't be brought back because it takes their souls. I'm slightly worried about how to prevent that aspect from being abused by players without preventing the enchanter from using his charming ability, though. Removed that part, made it reduce hit point maximum instead, basically based off of how monsters like vampires and succubi work.
So, basically, I think it's usable in this form if I absolutely must, but if you have any other ideas about how I can make a spell that harms your allies to heal you, please let me know.