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xyamius
2017-08-06, 03:20 PM
Can you combo using Touch of Jorasco with Augmented Healing and Imbued Healing so it does this:

You have 10 points healing sitting from Touch of Jorasco. You heal someone as a standard action for 1 point it augments to 3 points healed then imbued with a domain. This way you can turn 1 healing spell into 30 hp healed and up to 10 imbued features from domains you have? It would take 1 minute or 10 rounds to do this but prior to combat it can give a large edge i think for the whole party.

TOUCH OF JORASCO (races of Ebberon page 190)
Conjuration (Healing)
Level: Cleric 1
Components: V, S, F, halfling
Casting Time: 1 standard action
Range: Personal and touch; see
text
Target: You and creature touched;
see text
Duration: See text
Saving Throw: Will negates
(harmless)
Spell Resistance: Yes (harmless)
Whether roaming the broad Talenta plains or attending a glittering social gathering in the heights of Sharn, the halflings of House Jorasco understand more of healing than any other power in Eberron, and work to perfect specialized healing magic. This spell imbues the caster with an ability to heal minor wounds that lasts throughout
the day. When you cast this spell, you store healing energy within your own form that can then be used to heal a number of hit points equal to twice your caster level (maximum 10 hp). You may choose to divide this healing
among multiple recipients, and you don’t have to use it all at once. Delivering healing with this spell requires a touch (a standard action) but does not provoke attacks of opportunity. The effects of multiple touch of Jorasco spells do not stack, meaning that you can only store healing energy from one such spell at a time. If you cast the spell again before discharging all of the healing from a previous casting, the new total simply replaces the earlier one, effectively ending the previous spell. As with all healing spells, touch of Jorasco deals damage to undead creatures. Using the spell in this way requires a successful melee touch attack but doesn’t provoke attacks of opportunity. You decide how many points of healing energy to discharge as damage after successfully touching an undead creature.


AUGMENT HEALING [GENERAL] (Complete Divine page 79)
Prerequisite: Heal 4 ranks
Benefi t: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you
cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat). A 13th-level druid casting heal would restore 144 hp (130 for her caster level + 14 for the feat, since heal is a 7th-level druid spell).


IMBUED HEALING [METAMAGIC] (Complete Champion page 60)
You imbue your healing spells with additional benefi ts based on the power of your belief. Prerequisites: Ability to cast conjuration (healing) spells; access to one or more domains. Benefi t: Whenever you cast a 1st-level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level. If you are using domains from publications other than the Player’s Handbook, use the Domains from Publications Other Than the Player’s Handbook sidebar on page 53 to determine an appropriate domain equivalency.
Air: Electricity resistance 5.
Animal: Scent ability.
Chaos: +2 sacred (if your deity is good or neutral) or profane
(if your deity is evil) bonus on a randomly determined
ability score.
Death: +4 on saving throws against death effects.
Destruction: +2 sacred (if your deity is good or neutral) or
profane (if your deity is evil) bonus on melee damage rolls.
Earth: Acid resistance 5.
Evil: DR 3/good.
Fire: Fire resistance 5.
Good: DR 3/evil.
Healing: 1 temporary hit point per level or HD. These
temporary hit points last for up to 1 hour.
Knowledge: +2 insight bonus on skill and ability checks.
Law: +4 sacred (if your deity is good or neutral) or profane
(if your deity is evil) bonus on saving throws against mindaffecting
spells or spell-like abilities.
Luck: When rolling for damage, treat any die roll result of
1 as 2, unless 1 is the maximum result possible.
Magic: +2 sacred (if your deity is good or neutral) or profane
(if your deity is evil) bonus on saves against spells and spelllike
abilities.
Plant: Light fortifi cation (25% chance to avoid extra damage
from critical hits and sneak attacks).
Protection: +2 sacred (if your deity is good or neutral) or
profane (if your deity is evil) bonus to AC when fi ghting
defensively.
Strength: +2 on damage rolls with any melee attack.
Sun: Low-light vision; +2 sacred (if your deity is good
or neutral) or profane (if your deity is evil) bonus on Spot
checks.
Travel: +5-foot bonus to base land speed.
Trickery: +6 sacred (if your deity is good or neutral) or
profane (if your deity is evil) bonus on Bluff checks.
War: +1 on attack rolls with weapons (not natural
weapons).
Water: +6 sacred (if your deity is good or neutral) or profane
(if your deity is evil) bonus on Swim checks.
Special: When you use a conjuration (healing) spell to deal
damage to a target, you cannot confer one of these carrier
effects on that target.
Special: Different carrier effects can affect the same target
concurrently, even if the domains are normally opposed in
nature (Law/Chaos, Good/Evil, and so forth).
Special: If your conjuration (healing) spell affects multiple
creatures, you can choose only one carrier effect per casting.
All targets are subject to that same effect.

Grod_The_Giant
2017-08-06, 03:24 PM
Seems like it would work to me. A nice find.

zlefin
2017-08-06, 03:53 PM
I'd say Augment healing only adds +2 to the spell when cast, and hence the pool of healing provided, rather than to each individaul application of healing; the individual healing of 1hp isn't a spell being cast.
that's how I read the words as written at least.
the imbued healing stuff should still work though, well, maybe, since anyone touched is a "subject"

flappeercraft
2017-08-06, 05:43 PM
Add reserves of strength and consumptive field. That way you get way more uses.

daremetoidareyo
2017-08-06, 06:58 PM
http://www.giantitp.com/forums/showsinglepost.php?p=21635922&postcount=11

Give this a whirl