Arcane healing spell (bear with me, would like suggestions)

Altamont Ravenard said:
The only "official" Arcane Healing spell is the Simbul's Synostodweomer.

I can beat a 7th-level spell with another official source. Magic of Faerun, Shroud of Undeath (better if its in a staff or wand, that way the Shroud can be placed on others, instead of just the caster) + spells that deal negative energy damage = arcane healing.

For example, for the starting cost of a single 2nd-level spell (Shroud of Undeath), a 5th-level arcane caster can use a 1st-level spell (Negative Energy Ray) to heal the target of SoU of 3d6 points of damage, and a 10th-level arcane caster can use a 1st-level spell (Negative Energy Ray) to heal the target of SoU of 5d6 points of damage.

Not bad at all. :)
 
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I'm pretty sure none of my suggestions are original, so you can probably find discussions about specific versions somewhere out there.

-- N
 

What school? Evocation, of course.

What is the wizarding school that is all about unleashing wild energies? Evocation. You want to channel fire, you use Evocation. You want to channel cold, you use evocation. You want to channel light, you use evocation. You want to channel force, you use evocation. You want to channel positive energy, you should use evocation too.

Beside, it would fit with the somewhat agressive effects of this spell (dazing).
 

Other existing arcane healing spells?

2nd False Life (No, it doesn't actually heal, but it does give temp hit points)

3rd Vampiric touch (heal up to 5d6)

7th Limited Wish (duplicate any cleric spell of 5th or lower)

Potentially Plane Shift could be used to send someone to the positive material plane, as long as they have a means of getting back again before they burst.

I'm just mentioning these to help you calibrate where you would want to put this spell in comparison.

(as a for instance, I could envisage a 4th level "false life" spell which lasted for an entire day, so it would give the nearly dead a chance to get to safety and find proper healing.

as another for instance, I could envisage a 3rd level Empathic Healing which is the reverse of Vampiric touch - you damage yourself to heal another person.

As another instance, I could envisage a version of Plane Shift which only sends to the positive energy plane, and keeps them there for 1d6r before they come back again. The variability provides the risk (and longer than 6r would keep people out of an entire melee, IME)
 

What everyone said.

Personally, I would leave healing to Clerics and other professional religious practitioners, unless you want to remove clerics from your campaign world.
 


I'd use the various Cure X Wounds spells as Necromancy spells and treat them as one level or two spell levels higher than normal.
I would never allow any healing spell that brings one basck to life or those healing spells with an area effect.
 

Hey, I've just thought of another, straight from the PHB, arcane healing spell.

Polymorph.

(You regain hit points as if you have rested for a day)

Cheers
 


My only problem is why would someone create a Spell that is suppose to heal but every once in a while kills. I see that as one of the failed spells that they skipped over and kept looking. To me Spells shouldn't have such serious draw backs. Just use the cure spells and reduce the dice to 1d6 or 1d4 per level of the spell.

Think nowdays if someone had a drug that sometimes cured but then killed every once in a while in an unpredictable fashion. Who wants that drug. No one except the person who is dieing anyways. It just seems counter intuitive.

I don't have a problem with Arcane healing just make it arcane and not chaos magic.

Just my thoughts.

Later
 

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