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View Full Version : Anti-Death/Life Saving Spells



Mr.Moron
2007-11-11, 10:09 PM
These are a few spells designed to make a bad turn of events less brutal in a world where things that bring back the dead are virtually impossible to come by.No Raise Dead, No Resurrection etc... These are designed with the idea when you die, you're dead and that's that. You do however, get a last window of opportunity for somebody to pull your butt out of the fire.


Guts
Conjuration (Healing)
Level: Clr 0, Brd 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Touch
Target: Creature touched
Duration: 1 Hour
"You touch the subject and say a brief prayer for their safety. A faint glow can be see over their heart"

If the subject is dealt sufficient damage to drop them below 0hp, the spell will discharge and cure them of 1d4 points of damage. This healing does not stabilize them and can not raise their health above -1.However, it will prevent death if the healing is enough to bring them above -10 hit points.

Material Component: A small, smooth pebble.


Life Guard, Lesser
Conjuration (Healing)
Level: Brd 3, Clr 1, Pal 2
Components: V, S, M
Casting Time: 1 Full Round Action
Range: Touch
Target: Creature touched
Duration: 1day/level
"As you hold the stone over the subject, it glows faintly and shimmers along with the beat of their heart. In just moments the stone sinks inside of them, protecting their life"

When the subject of Lesser Life Guard is subject to any conditions that would kill them, the spell discharges and holds them on the brink of death. No matter what conditions killed them, they will remain alive for 1 round per 2 caster levels so long as the body is intact. Life Guard does nothing to reverse the conditions that killed them, and they can still take all forms of damage normally. A target cannot be granted a Life Guard during the period another is them keeping alive. If the subject's body is vaporized , dissolved, dismembered or otherwise destroyed beyond repair, the Life Guard does nothing. A subject that would die from an effect that kills instantly (e.g Phantasmal Killer (http://www.d20srd.org/srd/spells/phantasmalKiller.htm)) is reduced to negative hit points equal to twice the effect's saving throw DC.

If the Life Guard ends and the condition subject is in is not one they can normally survive, they die instantly.

Material Component: Polished piece of marble inscribed with divine writings, worth at least 15gp.

Life Guard
Conjuration (Healing)
Level: Brd 5, Clr 3, Pal 4
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Target: Creature touched
Duration: 1 Week/level
"As you hold the stone over the subject, it glows faintly and shimmers along with the beat of their heart. After some time the stone sinks inside of them, protecting their life"

As lesser life guard, but the keeps the subject alive for 1 minute/caster level. Additionally, if the subject's body would be completely be destroyed it is held together for 1 round/2 caster levels instead of doing nothing.

Material Component: A polished gemstone , inscribed with divine writings worth at least 1500gp.

Life Guard, Greater
Conjuration (Healing)
Level: Clr 6
Components: V, S, M
Casting Time: 1 Hour
Range: Touch
Target: Creature touched
Duration: Permanent until Discharged
"As you hold the stone over the subject, it glows faintly and shimmers along with the beat of their heart. As the long spell completes the stone sinks inside of them, protecting their life"

As lesser life guard, but the keeps the subject alive for 1 hour/caster level. Additionally, if the subject's body would be completely be destroyed it is held together for 1 minute/ caster levels instead of doing nothing. Finally, by doubling the casting time and cost of the material components the caster may also use casting of Word of Recall (http://www.d20srd.org/srd/spells/wordOfRecall.htm) on the gem. Doing so will automatically teleport the subject to the designated location when the spell discharges.

Material Component: Large polished gemstones worth at least 15000gp, inscribed with divine writings.

Nasrudith
2007-11-11, 10:28 PM
Guts is a useless spell considering cure minor wounds would do a better job at keeping them alive. You might want to drop it or rework it.

Mr.Moron
2007-11-11, 10:40 PM
Guts is a useless spell considering cure minor wounds would do a better job at keeping them alive. You might want to drop it or rework it.

Well, I feel it's designed to something somewhat different than cure minor wounds. Sure, it doesn't stabilize but it'll save you if an attack would drop you to -10, and probably from one that drops you to -11. Maybe even -12 or -13 if you get lucky. You can then to in and stabilize someone with traditional means. Yeah it's less useful between -8 and -1 health, but is just a Orison it should have limit applications. It's also preemptive. Unless of course, I'm just missing some application of Cure Minor Wounds that I should be aware of.

EDIT: Still, thanks for the response.

DracoDei
2007-11-12, 07:05 AM
The most important part is that it doesn't require the cleric to actually do anything during the time period (as compared to Cure Minor Wounds) and buys more time for things to be done. The duration knock Virtue into a cocked hat of course.

Mr.Moron
2007-11-12, 08:44 AM
The most important part is that it doesn't require the cleric to actually do anything during the time period (as compared to Cure Minor Wounds) and buys more time for things to be done. The duration knock Virtue into a cocked hat of course.

I think you're about the duration, it's out of line with other spells of it's type. I'll correct it. It's still longer than virtue, but at least 10min/level has precedence in other Orisons.

DracoDei
2007-11-12, 08:46 AM
I didn't say it was a BAD thing... having it last the duration of a (shortish) dungeon crawl could make perfect sense for a world without resurrection magic...