Showing posts with label Healing. Show all posts
Showing posts with label Healing. Show all posts

Sunday, January 2, 2011

Campaign Design - Spells: Ease Pain

Ease Pain (from the Book of Exalted Deeds)
Conjuration (Healing)

Level: Beloved of Brid 2, Cleric/Favored Soul 2
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Ease pain immediately removes any lingering effects of pain, including penalties imposed by symbol of pain, angry ache, and similar spells. It does not heal any damage or other effects not directly related to pain.

If the target creature is under some effect that causes continuing damage, the pain is eased only for a moment. Ease pain cannot bypass the need for a Concentration check to cast a spell under such circumstance, nor can it allow a creature subject to crown of thorns to act normally since the spell's damage is ongoing.

Home     Three Worlds     Spell List

Campaign Design - Spells: Blood of the Martyr

Blood of the Martyr (from the Book of Exalted Deeds)
Necromancy (Healing)[Good]

Level: Champion of Þunor 4, Cleric/Favored Soul 4, Paladin 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Willing creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You transfer your own hit points directly to a target creature within range. You must transfer at least 20 points. Transferred hit points are damage to you. The creature takes your transferred hit points as if receiving a cure wounds spell and cannot gain more hit points than its maximum allows; any excess points are lost. This spell transfers only actual hit points, not temporary hit points. An unconscious target is considered a "willing creature" for purposes of this spell.

Home     Three Worlds     Spell List

Campaign Design - Spells: Journey of Healing

Journey of Healing (adapted from the Shaman's Handbook)
Conjuration (Healing)

Level: Druid/Spirit Shaman 5
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target, Effect, or Area: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Through means of a shamanic ritual to draw the target's damaged spirit back together, you channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: Ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Journey of healing does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

This ritual has no effect, either harmful or beneficial, when performed on a undead creature.

Focus: Medicine bundle or musical instrument.

Home     Three Worlds     Spell List

Campaign Design - Spells: Energetic Healing

Energetic Healing (from the Book of Exalted Deeds)
Conjuration (Healing)

Level: Cleric/Favored Soul 5, Druid/Spirit Shaman 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One living creature touched
Duration: 10 minutes per caster level or until discharged
Saving Throw: None
Spell Resistance: Yes (harmless)

This spell converts magical energy damage into healing power. First, it renders the target immune to one energy type (acid, cold, electricity, fire, or sonic); specified when the spell is cast. Second, whenever the target is subjected to a magical attack of the selected energy type, he instead heals damage equal to 10% of the damage dealt (rounded down). Once the spell heals a number of hit points equal to 2 per caster level (maximum 30), it is discharged.

The spell does not convert nonmagical energy attacks such as damage from, alchemist's fire, into healing.

Home     Three Worlds     Spell List

Campaign Design - Spells: Greater Healing Circle

Greater Healing Circle (adapted from Relics & Rituals)
Conjuration (Healing)

Level: Cleric/Favored Soul 7, Druid/Spirit Shaman 8, Healing 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: All living allies and undead creatures within a 5 foot per caster level radius burst, centered on you
Duration: Instantaneous
Saving Throw: Fortitude half (harmless)
Spell Resistance: Yes (harmless)

Greater healing circle cures 2d8 points of damage +2 points per caster level (maximum +40) to all living allies within the area of effect. Like other cure spells, the greater healing circle damages undead in its area of effect rather than healing them.

Home     Three Worlds     Spell List

Campaign Design - Spells: Journey of Soul Retrieval

Journey of Soul Retrieval (adapted from the Shaman's Handbook)
Conjuration (Healing)

Level: Druid/Spirit Shaman 5
Components: V, S, M, F
Casting Time: 10 minutes
Range: Touch
Target, Effect, or Area: Dead creature touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

This shamanic ritual is similar to the raise dead spells, except it is more complex and more dangerous. The caster performs the ritual over the body of the dead creature, then sinks into a deep trance. The caster's spirit travels out from the Material World and into the realms of the dead to retrieve the creature's spirit and return it to life. The subject's soul must be free and willing to return, as per raise dead. If the subject does not wish to be restored, the spell automatically fails.

The caster must overcome a challenge in the Spirit Realm in order to restore the subject to life. Generally, this challenge has a Challenge Rating equal to the level or Hit Dice of the subject, although the DM may modify the challenge as necessary. The challenge may be overcoming a spirit of the Challenge Rating, figuring out a puzzle or trap, or something else developed by the DM. if the shaman overcomes the challenge, the subject's spirit is free to return to life, as if a raise dead spell were successfully cast upon it.

Material component: Rare herbs and incense worth at least 500 shillings.

Focus: A drum or other musical instrument.

Home     Three Worlds     Spell List

Campaign Design - Spells: Journey of Mass Healing

Journey of Mass Healing (adapted from the Shaman's Handbook)
Conjuration (Healing)

Level: Druid/Spirit Shaman 8
Components: V, S, F
Casting Time: 10 minutes
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: All living allies, no two of which can be more than 30 feet apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)

Through means of a shamanic ritual to draw the targets' damaged spirits back together, you channel positive energy into all allies within range to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the targets: Ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Journey of healing does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.

This ritual has no effect, either harmful or beneficial, when performed on a undead creature.

Focus: Medicine bundle or musical instrument.

Home     Three Worlds     Spell List

Campaign Design - Spells: Confront Disease Spirit

Confront Disease Spirit (adapted from the Shaman's Handbook)
Conjuration (Healing)

Level: Druid/Spirit Shaman 2
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target, Effect, or Area: Creature or item touched
Duration: Variable (see text)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

Similar to remove curse, this spell allows the caster to grapple with the spiritual manifestation of a disease on the Spirit Realm. After casting the spell and touching the target, the caster falls into a deep trance. The caster finds himself on a field of combat confronted by the spiritual essence of the disease, which takes the form of a creature with a challenge rating of 1 (or higher for some particularly virulent or magical diseases). The caster and the creature fight in normal combat. If the caster wins, the disease is cured. if the creature wins, the spell ends and the caster awakens unharmed. He cannot attempt to confront the same disease until he has gained a new caster level.

Home     Three Worlds     Spell List

Campaign Design - Spells: Invigorate Dead

Invigorate Dead (from Relics & Rituals)
Conjuration (Healing)

Level: Cleric/Favored Soul 3
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Target, Effect, or Area: Dead creature touched
Duration: 1 hour per caster level
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)

This spell allows you to restore a temporary semblance of life to a deceased creature. You can only invigorate creatures that have been dead less than 1 hour per caster level. The subject's soul must be free and willing to return. if the subject's soul is able but not willing to return, then the spell does not work. There is no loss of level or Constitution when invigorated, as there is for raise dead.

Invigorate dead raises the subject's hit points to 1 per caster level and the effects of all diseases, poisons, and so on within the body at the time of invigoration are delayed though not completely undone. Additionally, ability scores that are 0 or less are raised to 1. Pieces of a creatures that are missing at the time of invigoration remain missing. Constructs, elementals, undead, and those who have died of old age cannot be aided or affected by this spell.

All these benefits come at a great price. Creatures affected by invigorate dead have greatly reduced vitality and are considered to be slowed. They receive only a partial action each round and have a -2 penalty to armor Class, melee attack rolls, melee damage rolls, and Reflex saves. Their Jump distance is halved. There is a 75% chance per spell that any spells one of the invigorated dead had prepared prior to his demise are considered prepared.

If this spell (plus any subsequent castings that are chained together for extended duration) ends before the creature has received a raise dead or better life restoration spell, then the creature cannot ever be wholly restored to life except by true resurrection, but can continue to exist in its invigorated state as long as new invigorate dead spells can be cast.

Material component: A diamond worth at least 100 shillings, which is consumed in the casting.

Home     Three Worlds     Spell List

Campaign Design - Spells: Hlín's Stew

Hlín's Stew (from the Book of Exalted Deeds)
Conjuration (Healing)

Level: Cleric/Favored Soul 2, Druid/Spirit Shaman 2, Paladin 2
Components: V, S, F
Casting Time: 1 full round
Range: 0 Feet
Target, Effect, or Area: Fills pot with healing stew, creating 1 serving per 2 caster levels
Duration: Instantaneous (see text)
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

This spell calls upon Hlín, divine patron of hearth and home, to fill a specially crafted stewpot with a potent healing stew. The caster must hold the pot in hand when Hlín's stew is cast; otherwise the spell fails and is wasted.

The spell creates on serving per two caster levels (maximum 5)). A single serving heals 1d6+1 points of damage and requires a standard action to consume. Any portion of the stew that is not consumed disappears after 1 hour.

The stew can be splashed onto a single undead creature within 10 feet. if a ranged touch attack succeeds, the undead creature takes 1d6+1 points of damage per serving splashed on it. The undead creature can apply spell resistance and can attempt a Will save to take half damage.

Focus: An engraved stewpot worth at least 50 shillings.

Home     Three Worlds     Spell List