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Radiomancy (moving healing/radiant spells to a new type)
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<blockquote data-quote="Stormonu" data-source="post: 9311226" data-attributes="member: 52734"><p>D&D has classically broken spells out in wizard-defined schools of magic. However, lacking access to healing magic, spells like <em>cure wounds</em> have floated through various magical schools over the editions. I'd like to make a spell school, counter to Necromacy - based on the idea that necromancy revolves around spells of the negative material plane/undeath and necrotic damage. This new school would be based on the positive material plane, life-giving magic and radiant-related abilities. I'm not fond of the name Radiomancy (sounds too sci-fi) and would like a better name if I can find it (White Magic, Albusmancy, Niveusation or Niveusmancy - something).</p><p></p><p>These would be the spells that would change their school to Radiomancy</p><p></p><p>CANTRIP</p><p>Light</p><p>Sacred Flame</p><p>Spare the Dying</p><p>Word of Radiance</p><p></p><p>1ST LEVEL</p><p>Cure Wounds</p><p>Divine Favor</p><p>Guiding Bolt</p><p>Healing Wounds</p><p></p><p>2ND LEVEL</p><p>Aid</p><p>Branding Smite</p><p>Continual Flame</p><p>Lesser Restoration</p><p>Prayer of Healing</p><p></p><p>3RD LEVEL</p><p>Aura of Vitality</p><p>Beacon of Hope</p><p>Blinding Smite</p><p>Crusader's Mantle</p><p>Daylight</p><p>Mass Healing Word</p><p>Revivify</p><p>Spirit Guardians</p><p></p><p>4TH LEVEL</p><p>Aura of Life</p><p>Death Ward</p><p>Guardian of Faith</p><p></p><p>5TH LEVEL</p><p>Dawn</p><p>Greater Restoration</p><p>Holy Weapon</p><p>Mass Cure Wounds</p><p>Raise Dead</p><p>Wall of Light</p><p></p><p>6TH LEVEL</p><p>Heal</p><p>Sunbeam</p><p></p><p>7TH LEVEL</p><p>Regenerate</p><p>Resurrection</p><p></p><p>8TH LEVEL</p><p>Holy Aura</p><p></p><p>9TH LEVEL</p><p>Mass Heal</p><p>True Resurrection</p><p></p><p>Any that I may have missed, or that should not be part of the above list. Two I purposed excluded was <em>false life</em>, as that seems to infer a sort of vampiric vitality to the user and feels it should remain necrotic, as should <em>transfer life.</em></p><p></p><p>4th, 6th and 8th could use some additional spells. Some I am considering:</p><p></p><p><strong>Sunmelt</strong></p><p><em>4th level Radiomancy</em></p><p>Casting Time: 1 Action</p><p>Range: 90 feet</p><p>Components: V, S, M (A crystal lens worth 25 gp)</p><p>Duration: Instantaneous</p><p>You call down a focused beam of light to melt enemies. Select a 10-foot diameter area within range. Targets in the area of effect must make a Constitution saving throw. On a failure, the target takes 4d10 radiant damage and gains a level of exhaustion. If the target fails the save by 4 or more, it takes two levels of exhaustion instead of one. If the target successfully saves, it takes half damage only.</p><p></p><p><strong>Dome of Light</strong></p><p><em>6th level Radiomancy</em></p><p>Casting Time: 1 action</p><p>Range: Self, 20-ft radius</p><p>Components: V, S, M (A clear bead of crystal worth at least 50 gp)</p><p>Duration: 1 minute</p><p>You create a hemispherical dome of shimmering light, extending outward from yourself at a distance out to 20 feet. Any hostile creature in the area of effect when the spell is cast must make a Wisdom saving throw. On a failure, the creature is pushed until it is outside the area of effect and takes 1d6 radiant damage per five feet it is moved.</p><p></p><p>The dome has the following ongoing effects:</p><ul> <li data-xf-list-type="ul">Any hostile creature looking at or within the area of effect must make a Wisdom saving throw. On a failure the target is blinded for 1 minute.</li> <li data-xf-list-type="ul">Any hostile creature starting or ending its turn within the area of effect takes 1d6 radiant damage. The creature can only take this damage once during its turn.</li> <li data-xf-list-type="ul">Any allied creature starting its turn in the area of effect that is under half hit points heals 1d6 hit points.</li> <li data-xf-list-type="ul">Any allied creature ending its turn in the area of effect suffering from the blinded, deafened, poisoned, paralyzed or petrified condition can make a saving throw with advantage to end the effect.</li> </ul></blockquote><p></p>
[QUOTE="Stormonu, post: 9311226, member: 52734"] D&D has classically broken spells out in wizard-defined schools of magic. However, lacking access to healing magic, spells like [I]cure wounds[/I] have floated through various magical schools over the editions. I'd like to make a spell school, counter to Necromacy - based on the idea that necromancy revolves around spells of the negative material plane/undeath and necrotic damage. This new school would be based on the positive material plane, life-giving magic and radiant-related abilities. I'm not fond of the name Radiomancy (sounds too sci-fi) and would like a better name if I can find it (White Magic, Albusmancy, Niveusation or Niveusmancy - something). These would be the spells that would change their school to Radiomancy CANTRIP Light Sacred Flame Spare the Dying Word of Radiance 1ST LEVEL Cure Wounds Divine Favor Guiding Bolt Healing Wounds 2ND LEVEL Aid Branding Smite Continual Flame Lesser Restoration Prayer of Healing 3RD LEVEL Aura of Vitality Beacon of Hope Blinding Smite Crusader's Mantle Daylight Mass Healing Word Revivify Spirit Guardians 4TH LEVEL Aura of Life Death Ward Guardian of Faith 5TH LEVEL Dawn Greater Restoration Holy Weapon Mass Cure Wounds Raise Dead Wall of Light 6TH LEVEL Heal Sunbeam 7TH LEVEL Regenerate Resurrection 8TH LEVEL Holy Aura 9TH LEVEL Mass Heal True Resurrection Any that I may have missed, or that should not be part of the above list. Two I purposed excluded was [I]false life[/I], as that seems to infer a sort of vampiric vitality to the user and feels it should remain necrotic, as should [I]transfer life.[/I] 4th, 6th and 8th could use some additional spells. Some I am considering: [B]Sunmelt[/B] [I]4th level Radiomancy[/I] Casting Time: 1 Action Range: 90 feet Components: V, S, M (A crystal lens worth 25 gp) Duration: Instantaneous You call down a focused beam of light to melt enemies. Select a 10-foot diameter area within range. Targets in the area of effect must make a Constitution saving throw. On a failure, the target takes 4d10 radiant damage and gains a level of exhaustion. If the target fails the save by 4 or more, it takes two levels of exhaustion instead of one. If the target successfully saves, it takes half damage only. [B]Dome of Light[/B] [I]6th level Radiomancy[/I] Casting Time: 1 action Range: Self, 20-ft radius Components: V, S, M (A clear bead of crystal worth at least 50 gp) Duration: 1 minute You create a hemispherical dome of shimmering light, extending outward from yourself at a distance out to 20 feet. Any hostile creature in the area of effect when the spell is cast must make a Wisdom saving throw. On a failure, the creature is pushed until it is outside the area of effect and takes 1d6 radiant damage per five feet it is moved. The dome has the following ongoing effects: [LIST] [*]Any hostile creature looking at or within the area of effect must make a Wisdom saving throw. On a failure the target is blinded for 1 minute. [*]Any hostile creature starting or ending its turn within the area of effect takes 1d6 radiant damage. The creature can only take this damage once during its turn. [*]Any allied creature starting its turn in the area of effect that is under half hit points heals 1d6 hit points. [*]Any allied creature ending its turn in the area of effect suffering from the blinded, deafened, poisoned, paralyzed or petrified condition can make a saving throw with advantage to end the effect. [/LIST] [/QUOTE]
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