Evil Healing Spells (need comments)

Mr. T

First Post
Here some new spells I need some comments on.
New names are despratly needed.

Dark Gift of life, light
Conjuration
Level: 1st
Components: V, S
Casting Time: 1 Action/see below
Range: Touch
Target: See below
Duration:Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

When you lay your hand upon a creature of any evil alignment, you channel dark energy that heals 1d12 points of damage +1 per caster level (maximum +5). Casting this spell to cure another takes full action to cast (evil doesn’t aid others easily). Evil has it’s price however, after a number of rounds equal to the damage cured, there is a 50% chance you must make a will save DC 10+hit points cured/regained or take 1d3 temporary strength damage for a 2d4 rounds. If you cast this spell on a good outsider, this spells wracks their bodies with unholy energy, dealing damage instead of curing their wounds. A good outsider can apply spell resistance, and can attempt a Will save to take half damage. Using this spell to deal damage has no Str damaging effects. Unlike standard cure spells, any excess hit points are gained as temporary hit points.

Dark Gift Of Life, moderate
Conjuration
Level: 2nd
Components: V, S
Casting Time: 1 Action/see below
Range: Touch
Target: See below
Duration: Instantaneous
[B]Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: [/B] Yes (harmless) or Yes; see text

This spell functions like Dark Gift of life, light, except it cures 2d12 damage +1 per caster level (maximum +10), deals 1d4 Str damage, which lasts for 2d6 rounds.

Dark Gift Of Life, serious
Conjuration
Level: 3rd
Components: V, S
Casting Time: 1 Action/see below
Range: Touch
Target: See below
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

This spell functions like Dark Gift of life, light, except it cures 3d12 damage +1 per caster level (maximum +15) and deals 1d6 Str damage, which lasts for 2d8 rounds.

Dark Gift Of Life, critical

Conjuration
Level: 4th
Components: V, S
Casting Time: 1 Action/see below
Range: Touch
Target: See below
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

This spell functions like Dark Gift of life, light, except it cures 4d12 damage +1 per caster level (maximum +20), deals 1d8 Str damage, which lasts for 2d10 rounds.

Mass Dark Gift of life, light
Conjuration (evil healing)
Level: 6th
Components: V, S
Casting Time: 1 Action/see below
Range: Close (25f. + 5ft./2 level)
Target: One creature/level, no two of which can be more then 30ft apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

You channel dark energies to cure 1d12 points of damage +1 per caster level (maximum +25) in selected evil creature. All affected creatures are subject to the Str damage as if they had Dark gift of Life, light cast on them. Like other evil healing spells, mass dark gift of life, light deals damage to good outsiders in its area rather then curing them. Each affected good outsider may attempt a will save for half damage (and receive spell resistance).

Mass Dark Gift of life, moderate
Conjuration (evil healing)
Level: 7th
Components: V, S
Casting Time: 1 Action/see below
Range: Close (25f. + 5ft./2 level)
Target: One creature/level, no two of which can be more then 30ft apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

This spell functions like mass gift of life, light, except it cures 2d12 points of damage +1 per caster level (maximum +30) and deals 1d4 Str damage, which lasts for 2d6 rounds (with failed save).

Dark Gift Of Life, serious
Conjuration (Evil Healing)
Level: 8th
Components: V, S
Casting Time: 1 Action/see below
Range: Touch
Target: See below
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

This spell functions like mass gift of life, light, except it cures 3d12 points of damage +1 per caster level (maximum +35) and deals 1d6 Str damage, which lasts for 2d8 rounds (with failed save).

Dark Gift Of Life, critical
Conjuration
Level: 9th
Components: V, S
Casting Time: 1 Action/see below
Range: Touch
Target: See below
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

This spell functions like mass gift of life, light, except it cures 4d12 points of damage +1 per caster level (maximum +40) and deals 1d8 Str damage, which lasts for 2d10 rounds (with failed save).
 

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Hi Mr. T! :)

I have always thought that the only healing evil types should be able to accomplish is as a byproduct of doing damage. In effect stealing the hit points from other people.
 


Why are these necessary? Evil clerics can learn 'cure' spells, just as good clerics can learn 'inflict' spells... Unless I'm _really_ wrong on that, which is possible.

If I'm an evil cleric, I really don't want the chance of losing str to cure some silly dumbass that fell in battle for only an additional (possible) four HP. (d8<d12)

I _do_, however, like the way that they deal damage to good outsiders.

Either way, you should probably want to give these the 'evil' descriptor.

As for names, perhaps "(Evil Deity's) Mercy, X" and Mass (Evil Deity's) Mercy, X"... or something like that?

~Alloran
 

I would just like a couple points cleared up:

First, who takes the Str Damage? Is it the person who cast the spell, or the one who receives the hp?

Second, why should evil be able to heal for more than good? 50% of the time there is no Str Damage...(and even when there *is* Str Damage, it goes away so fast as to not make much of a difference!).

In keeping with other 3e spells they should have the [Evil] descriptor. I would also add the [Healing] descriptor to the spells as written.

Personally I think these spells are too strong, as the potential drawbacks are slight (and 50% of the time nonexistent).

While they make for poorer combat spells, out of combat you will have evil clerics healing comrades faster than good ones, and that just doesn't ring true to me. Maybe if there was *always* Str Damage and that damage were ability damage (meaning it heals at a rate of 1 pt./day). Even then, as someone pointed out, evil clerics *can* simply pray for and cast cure spells, they simply can't spontaneously switch their spells for cure spells.

Technik
 

Give & Take

Hi!

I think an evil priest should take something for himself when healing. How about drawing XP from the victim of his healing? Evil healing shouldn't be selfless IMO.

Kodam
 

Thanks for the reveiws,
The idea behind these spells ar that evil is at first, more powerful, but eccesive exposure the evil is slowly corrupting. Mix of starwars and an idea in the book of vile darkness.
I will definitly give the spells an evil and healing descripter.
Maybe if the Str damage was automatic (it would still have a save), lasted for 1 day, but there wasn't so much of it?

This is really a matter of personal preference, but I don't feel evil creatures casting the same spells pelor is known for has quite that "feel".

I like the new names suggested.

As a last note, I'm considering only allowy clerics of a soon-to-be made evil deity of healing (As I said before, I got this idea from the book of vile darkness).
 

What about a spell that steal healing spells in an area, so they are directed to you rather then at the target? Actually scratch that I want to make the spell...

The spell seem good, could be applied better if evil clerics could cast healing spells though.
 

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