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re_e
2013-06-16, 11:25 PM
The thread about positive and negative energy (http://www.giantitp.com/forums/showthread.php?p=15446283#post15446283) 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.

TuggyNE
2013-06-17, 12:58 AM
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.

GoddessSune
2013-06-17, 01:23 PM
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.

AuraTwilight
2013-06-17, 03:52 PM
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.

Network
2013-06-17, 04:00 PM
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?

TuggyNE
2013-06-17, 04:17 PM
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.