Destil
Explorer
What sort of gaps are there in the core rules spells? I'm talking about things like this:
Likewise druids could use the ability to remove level loss / energy drain.
And with heal moved up to 5th level there should be some sort of healing spell between Cure Critical and heal.
What else is missing?
Rejuvenate
Conjuration (healing) [Positive]
Level: Druid 7
Components: V, S, F
Casting Time: 1 action.
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Rejuvenate dispels all magical effects reducing any of the subject’s abilities and dispels 1 negative level afflicting the healed creature.
The creature is also cured of ability damage and ability drain to a single ability of your choice, at the rate of 1d4 points per round.
This spell also eliminates any fatigue or exhaustion suffered by the target.
Focus: A unicorn horn, requiring one week of preparation by the druid and costing 100 GP.
Rejuvenate, Greater
Level: Druid 9
Components: V, S, F
Casting Time: 1 action.
This spell functions as rejuvenate, except it dispels 1d4 negative levels. It also heals 2d4 points of ability damage and drain to all ability scores each round.
This spell also removes all forms of insanity, confusion, and similar mental effects.
Focus: A unicorn horn, requiring one month of preparation by the druid and costing 100 GP.
Restore
Level: Cleric 6
Components: V, S, F
Casting Time: 1 action.
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Restore dispels all magical effects reducing any of the subject’s abilities, dispels 1d4 negative levels afflicting the healed creature, and cures all ability damage and ability drain to a single ability of your choice.
This spell also eliminates any fatigue or exhaustion suffered by the target.
Focus: A holy reliquary of healing, costing at least 1000 GP.
Restore, Greater
Level: Cleric 8
Components: V, S, F
Casting Time: 1 action.
This spell functions like restore, except it dispels 2d4 negative levels afflicting the healed creature and cures all ability damage and ability drain to all ability scores.
This spell also removes all forms of insanity, confusion, and similar mental effects.
Focus: A holy reliquary of healing, costing at least 5000 GP.
Rejuvenation
Conjuration (Healing) [Positive]
Level: Druid 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser restoration, except that it also dispels 1d4 negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Rejuvenation slowly cures temporary ability damage, curing 1d4 points upon casting and one additional point each hour until the subject is fully cured. It restores points permanently drained from a single ability score, again at a rate curing 1d4 points upon casting and one per hour afterworld. Any subsequent ability damage or drain suffered before this is complete is not healed, however. It also eliminates any fatigue or exhaustion suffered by the target.
Material Component: Herbs and incense worth 100 GP that are burnt as part of the casting of the spell.
Rejuvenation, Greater
Level: Druid 8
Components: V, S, XP
Casting Time: 1 hour
This spell functions like rejuvenation, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
Greater rejuvenation also cures temporary ability damage to all abilities and restores points permanently drained from all ability scores, both at a rate of 1d4 points initially and 1d4 per minute afterwards for all ability scores.
Greater rejuvenation also dispels all magical effects penalizing the creature’s abilities, eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.
XP Cost: 750 XP.
Cure Lethal Wounds
Conjuration (healing) [Positive]
Level: Cleric 5 / Druid 6
As ''cure light wounds'', except ''cure lethal wounds'' heals 8d8 points of damage + 1 point per caster level (maximum+25).
(http://www.enworld.org/showpost.php?p=3471636&postcount=134)Hong said:(Aside: D&D could do with a spell to remove ability drain as a standard action. Restoration takes 3 rounds, and greater res 10 minutes.)
Likewise druids could use the ability to remove level loss / energy drain.
And with heal moved up to 5th level there should be some sort of healing spell between Cure Critical and heal.
What else is missing?
Rejuvenate
Conjuration (healing) [Positive]
Level: Druid 7
Components: V, S, F
Casting Time: 1 action.
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Rejuvenate dispels all magical effects reducing any of the subject’s abilities and dispels 1 negative level afflicting the healed creature.
The creature is also cured of ability damage and ability drain to a single ability of your choice, at the rate of 1d4 points per round.
This spell also eliminates any fatigue or exhaustion suffered by the target.
Focus: A unicorn horn, requiring one week of preparation by the druid and costing 100 GP.
Rejuvenate, Greater
Level: Druid 9
Components: V, S, F
Casting Time: 1 action.
This spell functions as rejuvenate, except it dispels 1d4 negative levels. It also heals 2d4 points of ability damage and drain to all ability scores each round.
This spell also removes all forms of insanity, confusion, and similar mental effects.
Focus: A unicorn horn, requiring one month of preparation by the druid and costing 100 GP.
Restore
Level: Cleric 6
Components: V, S, F
Casting Time: 1 action.
Range: Touch
Target: Creature touched
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Restore dispels all magical effects reducing any of the subject’s abilities, dispels 1d4 negative levels afflicting the healed creature, and cures all ability damage and ability drain to a single ability of your choice.
This spell also eliminates any fatigue or exhaustion suffered by the target.
Focus: A holy reliquary of healing, costing at least 1000 GP.
Restore, Greater
Level: Cleric 8
Components: V, S, F
Casting Time: 1 action.
This spell functions like restore, except it dispels 2d4 negative levels afflicting the healed creature and cures all ability damage and ability drain to all ability scores.
This spell also removes all forms of insanity, confusion, and similar mental effects.
Focus: A holy reliquary of healing, costing at least 5000 GP.
Rejuvenation
Conjuration (Healing) [Positive]
Level: Druid 5
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like lesser restoration, except that it also dispels 1d4 negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Rejuvenation slowly cures temporary ability damage, curing 1d4 points upon casting and one additional point each hour until the subject is fully cured. It restores points permanently drained from a single ability score, again at a rate curing 1d4 points upon casting and one per hour afterworld. Any subsequent ability damage or drain suffered before this is complete is not healed, however. It also eliminates any fatigue or exhaustion suffered by the target.
Material Component: Herbs and incense worth 100 GP that are burnt as part of the casting of the spell.
Rejuvenation, Greater
Level: Druid 8
Components: V, S, XP
Casting Time: 1 hour
This spell functions like rejuvenation, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
Greater rejuvenation also cures temporary ability damage to all abilities and restores points permanently drained from all ability scores, both at a rate of 1d4 points initially and 1d4 per minute afterwards for all ability scores.
Greater rejuvenation also dispels all magical effects penalizing the creature’s abilities, eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects.
XP Cost: 750 XP.
Cure Lethal Wounds
Conjuration (healing) [Positive]
Level: Cleric 5 / Druid 6
As ''cure light wounds'', except ''cure lethal wounds'' heals 8d8 points of damage + 1 point per caster level (maximum+25).
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