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View Full Version : D&D 3.x Other Cure Spells (revised for scaling and utility), Healing domain, feats



rferries
2018-03-26, 01:34 AM
Cure Minor Wounds
Conjuration (Healing)
Level: Bard 0, Cleric 0, Druid 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

The power of the Positive Energy Plane heals your target.

Your subject heals hit points and ability damage as though it had rested for a night (regaining 1 hit point per character level and healing 1 point of ability damage to each of its ability scores).

Additionally, make a Heal check. You may instantly remove any one condition the target is suffering from with a DC equal to or lower than the check result (i.e. a poison, a disease, a caltrops wound, etc.).

If cast on an undead creature, this spell instead deals positive energy damage equal to the hit points the creature would normally heal, with a Will save for half damage.

Cure Light Wounds
Conjuration (Healing)
Level: Bard 1, Cleric 1, Druid 1, Healing 1, Paladin 1, Ranger 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell functions as cure minor wounds, save that you gain an enhancement bonus on your Heal check equal to your caster level (maximum +5) and the target heals an additional number of hit points equal to your check result.

Additionally, an undead creature that fails its save also takes one point of damage to each of its mental ability scores in addition to positive energy damage.

Cure Moderate Wounds
Conjuration (Healing)
Level: Bard 2, Cleric 2, Druid 2, Healing 2, Paladin 2, Ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell functions as cure light wounds, save that the target heals hit points as though it had rested for a full day (regaining 2 hit points per character level and healing 2 points of ability damage to each of its ability scores). You gain an enhancement bonus on your Heal check equal to twice your caster level (maximum +20) and the target heals an additional number of hit points equal to your check result.

Additionally, the Heal check can remove up to two different conditions. These conditions can also include paralysis and related magic (such as that from a ghoul's claws or a slow spell), magical effects penalising any of the target's ability scores, and one level of fatigue (either removing fatigue or improving exhaustion to fatigue). The Heal check DC to remove a condition is equal to the save DC of the attack or effect inflicting that condition (or DC 20 for effects without a save DC).

Finally, an undead creature that fails its save takes two points of damage to each of its mental ability scores in addition to positive energy damage.

Cure Serious Wounds
Conjuration (Healing)
Level: Bard 3, Cleric 3, Druid 3, Healing 3, Paladin 3, Ranger 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell functions as cure moderate wounds, save that you gain an enhancement bonus on your Heal check equal to three times your caster level (maximum +30) and the target heals an additional number of hit points equal to your check result.

Additionally, the Heal check can remove up to three different conditions, including blindess and/or deafness.

Finally, an undead creature that fails its save takes three points of damage to each of its mental ability scores in addition to positive energy damage.

Cure Critical Wounds
Conjuration (Healing)
Level: Bard 4, Cleric 4, Druid 4, Healing 4, Paladin 4, Ranger 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell functions as cure serious wounds, save that the target heals hit points as though it had received long-term care for a full day of rest (regaining 4 hit points per character level and healing 4 points of ability damage to each of its ability scores). You gain an enhancement bonus on your Heal check equal to four times your caster level (maximum +60) and the target heals an additional number of hit points equal to your check result.

Additionally, the Heal check can remove up to four different conditions, including exhaustion, up to two negative levels (treated as one condition), up to four points of ability drain (treated as one condition), one severed limb or body part, and/or one drained level.

Finally, an undead creature that fails its save takes four points of damage to each of its mental ability scores.

Resurrection
Conjuration (Healing)
Level: Cleric 5, Druid 5, Healing 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Dead or undead creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell functions as the 3.5 true resurrection, with the following exceptions:

A corpse to be resurrected must be mostly intact (as for 3.5 raise dead).

A creature may be resurrected even if they died of old age. They are restored to the minimum age of adulthood for their race, negating all aging penalties to their physical ability scores but retaining all aging bonuses to their mental ability scores. A creature may not accrue more than +3 Charisma, Intelligence, and Wisdom from aging, regardless of how many times they are resurrected.

At the DM's option, a resurrected creature may return with spells or feats (http://www.giantitp.com/forums/showthread.php?521624-Bat-Out-of-Hell-(Resurrection-feats)) learned in the afterlife.

An undead creature you touch must make a Will save to avoid being transformed back into a living creature as described above. If it succeeds on the Will save it instead takes 10 points of positive energy damage per caster level (Fortitude half).

Heal
Conjuration (Healing)
Level: Cleric 6, Druid 6, Healing 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell functions as cure critical wounds, save that you gain an enhancement bonus on your Heal check equal to six times your caster level (maximum +120) and the target heals an additional number of hit points equal to your check result.

Additionally, the Heal check can remove any number of conditions, including ability damage, ability drain, blinded, confused, dazed, dazzled, feebleminded, insanity, nauseated, nonlethal damage (all), sickened, stunned, and all similar effects.

Finally, an undead creature that fails its save takes six points of damage to each of its mental ability scores.

Lifeforce
Conjuration (Healing)
Level: Cleric 7, Druid 7, Healing 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One hour/level
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes (harmless); see text

For the duration of this spell the target heals hit points and ability damage every round as though it had rested for a night (regaining 1 hit point per character level and healing 1 point of ability damage to each of its ability scores). It may heal ability drain in this way, as well as regenerate body parts (after 1d4 rounds).

An undead creature subjected to this spell must make succeed on a Will save or take positive energy damage each round equal to the hit points a living creature would normally heal. It also takes 1 damage to each of its mental ability scores each round on a failed save.

Unicorn's Grace
Conjuration (Healing)
Level: Cleric 8, Druid 8, Healing 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: One hour/level
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

The target of this spell gains the benefits of death ward and freedom of movement and becomes immune to all curses, poisons, and diseases.

Additionally, the creature gains a +8 bonus on Fortitude saves. Whenever it fails a Fortitude save against an effect (e.g. a blindness/deafness spell, a swarm's distraction attack, etc.) or is subject to an effect requiring Fortitude saves (e.g. negative levels accrued before being targeted by this spell) it may make another save each round to remove the effect (assuming that failing the save wasn't fatal).

Phoenix's Power
Conjuration (Healing)
Level: Cleric 9, Druid 9, Healing 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

The next time the subject of this spell would be slain, it is instead immediately restored to life as if by resurrection. A creature may only benefit from one phoenix's power effect at a time.


Healing Domain
Whenever you cast a conjuration (healing) spell on a living creature, it gains any excess healing as temporary hit points that last one hour. It also gains a resistance (if your deity is neutral), sacred (if your deity is good) or profane (if your deity is evil) bonus on Fortitude saves equal to the spell's level for one hour.

You may cast conjuration (healing) spells that restore hit points on creatures that have been dead for no more than one round per spell level, restoring them to life as if by the 3.5 raise dead spell but without any level loss or Constitution drain. A creature restored in this way is prone and has -10 hit points, plus any restored by the spell.

1. cure light wounds
2. cure moderate wounds
3. cure serious wounds
4. cure critical wounds
5. resurrection
6. heal
7. lifeforce
8. unicorn's grace
9. phoenix's power


New Feat
Circle of Life [Metamagic]
Your spells can heal multiple creatures at once.

Prerequisites
Healing domain.

Benefits
You may change the range of any conjuration (healing) spell you cast from "touch" to "close (25 ft. + 5 ft./2 levels)", and the target from "creature touched" to "one creature/level, no two of which can be more than 30 ft. apart".

A circle of life spell uses up a spell slot two levels higher than the spellís actual level.

rferries
2018-03-26, 01:35 AM
My rationale:

1) a lot of spells would make thematic sense if they were merged (e.g. a greater restoration can restore any amount of Constitution drain, but only cure minor wounds can save you from a bleed effect :D).

2) In-combat healing generally isn't great, so divine casters tend to focus on more offensive spells (and thereby overshadow noncasters).

3) Heal is a dead skill.

4) Death is already cheap, and level drain is an annoyance, so players shouldn't be hugely punished with level drain if they fail a save at a critical time.

So, I've drafted up these spells. They replaces a bunch of the disparate conjuration (healing) spells - cure disease, lesser restoration, etc. and gives clerics a reason to keep their Heal ranks maxed or to take the Healing domain.

These domains are a big buff for healing spells (especially the higher-level ones and the Healing domain granted powers), so they may not be appropriate for low-magic games. However, I do feel the base mechanic of "enhancing your Heal skill" allows for a low-magic feel, at least for the first few spells. Even the new domain granted power could be fluffed as "turns out the dying PC was still alive, just in critical condition, so I managed to revive him".

To reduce the power level, you could rule that all the above spells are only accessible to the Healing domain (i.e. everyone else has to use the equivalent 3.5 spells).

AOKost
2018-03-26, 05:38 AM
Personally, I love what you've done to the spells. I'm not sure about the Heal check, but it's very intriguing, and offers a bit extra to the spell than it already gives. I'm afraid some would call it game breaking, but I'll probably implement it in my games...

rferries
2018-03-26, 04:14 PM
Personally, I love what you've done to the spells. I'm not sure about the Heal check, but it's very intriguing, and offers a bit extra to the spell than it already gives. I'm afraid some would call it game breaking, but I'll probably implement it in my games...

Many thanks! :)

As a low-magic alternative, instead of curing hp directly the spells can convert lethal damage to nonlethal (which PCs can still shrug off after an hour or two).