New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 6 of 6
  1. - Top - End - #1
    Pixie in the Playground
     
    GnomeWizardGuy

    Join Date
    Dec 2012

    Default Positive/Negative energy spells

    The thread about positive and negative energy 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.
    Last edited by re_e; 2013-06-17 at 12:50 PM.

  2. - Top - End - #2
    Titan in the Playground
     
    TuggyNE's Avatar

    Join Date
    Jun 2011
    Gender
    Male

    Default Re: Positive/Negative energy spells

    Quote Originally Posted by re_e View Post
    Healing Overload
    Conjuration (Healing)
    Level: Cleric 9
    Components: V, S
    Casting Time: 1 standard action
    Range: Medium
    Target: One creature
    Duration: 1 round/level
    Saving Throw: Fortitude negates
    Spell Resistance: Yes
    On a failed saving throw, this spell creates a conection between the subject and the positive energy plane.
    While the spell lasts the affected creature gain fast healing 5, and if is at full hit points, gain 5 additional temporary hit points per round. These temporary hit points fade 1d20 rounds after the spell ends. 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 until the spell ends.
    Awfully high level for such a slow SoD, and not very likely to affect most targets. For example, a planetar has the fewest HP I could find of CR 16+ Core enemies: 133, which means it will take more than 26 rounds to even start to kill it. Needless to say, at CL 17 the spell will not last that long, and as a level 9 spell it's difficult to Extend. Worse yet, during that entire time the spell works against the party by giving the target temporary HP. It's almost as bad against Undead, acting like heal except half as much and with a save to negate instead of a save to halve, besides taking CL rounds instead of 1 round (although at least it's not touch-range?). (Also, it should probably be a Will save to negate anyway if you keep that.)

    Of course, a better use for it is just to grant fast healing to yourself or an ally in a situation you know they won't have to make many Fort saves. That's still not worth a ninth-level slot, though.

    All in all, drop this down to 6th level or lower and increase the speed considerably to make it useful in combat.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

  3. - Top - End - #3
    Banned
     
    RedSorcererGirl

    Join Date
    Dec 2012

    Default Re: Positive/Negative energy spells

    Kill Disease Not a bad idea, but it's just odd. Healing/cures are cleric spells, so giving them to arcane casters. So this should have a nasty side effect.


    Healing Overload could use a re write. Too high a level, not enough effects.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    Jun 2012

    Default Re: Positive/Negative energy spells

    Kill Disease Not a bad idea, but it's just odd. Healing/cures are cleric spells, so giving them to arcane casters. So this should have a nasty side effect.
    Hahahahaha no.

  5. - Top - End - #5
    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Positive/Negative energy spells

    Quote Originally Posted by re_e View Post
    The negative energy spell is remove disease for wizards, and the positive is save or die.
    Negative and positive energy are really mostly a cleric thing, therefore it's simply odd that wizards get it and not clerics. On an unrelated sidenote, what would happen if you target an undead, or if used against an undead pathogen?

    As for Healing Overload, it is cool for healing, but how are you supposed to shut it down?
    Last edited by Network; 2013-06-17 at 04:01 PM.

  6. - Top - End - #6
    Titan in the Playground
     
    TuggyNE's Avatar

    Join Date
    Jun 2011
    Gender
    Male

    Default Re: Positive/Negative energy spells

    Quote Originally Posted by Network View Post
    As for Healing Overload, it is cool for healing, but how are you supposed to shut it down?
    Heh. At CL 20 it is only dangerous to those with a max and current HP of 100 or less. Someone who needs healing can get by with an even lower max HP.
    Quote Originally Posted by Water_Bear View Post
    That's RAW for you; 100% Rules-Legal, 110% silly.
    Quote Originally Posted by hamishspence View Post
    "Common sense" and "RAW" are not exactly on speaking terms
    Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.

    Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •