Necromantic arcane healing spells

These are my Necromantic spells. Enjoy the dead pan humor everyone. :)

Miracle Max’s Wonderful Surgery (Alc 5)

School: Necromancy (Healing)
Components: V, S, M
Casting Time: 1 full round
Range: Touch
Area/Effect/Target: Living creature touched
Duration: Instantaneous
Saving Throw: Special (see text)
Spell Resistance: Yes
Description
The target's natural healing ability is greatly accelerated, but there is chance that the caster could accidentally harm the patient unlike divine healing spells. The touched creature is healed for 1d6 hit points for every odd caster level (5d6 at 9th, 6d6 at 11th, etc) to a maximum of 9d6 at 9th level.
Because the accelerated healing can so painful, not everyone can manage to receive full benefits, and some are even harmed further. The caster of this spell must make a Heal skill check modified by your Intelligence score or Medical Sciences: Surgery skill check (depending upon which skill system you use). If you are using core skill rules you would have a DC of 15. If successful, they get the full healing benefit of the spell. If unsuccessful, they still receive full healing, but they also take 9d4 damage for every odd caster level (max 9d4) because you screwed up big time buddy (possibly dealing damage overall, instead of healing, and probably getting you slammed with heavy and most likely well deserved law suit). Additionally on a failed save, they're shaken for 1 round per caster level (max 5 rounds) because of witnessing the gruesome scene of their flesh and muscle re-knitting itself. Shaken creatures suffer a -2 morale penalty to attacks, saves, and skill checks. Being shaken is a mind-affecting, fear effect.
Only living creatures with fleshy bodies can be affected by this spell, though any organic covering (such as on a treant or a giant insect) counts as 'flesh' for the purposes of this spell.

Material Component: A sewing needle, antiseptic, chewing gum, and some thread. A good tort lawyer isn’t a bad idea either.

Rejuvenating Ray, Lesser (Alc 1)

School: Necromancy (Healing)
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area/Effect/Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Description
A ray of light brown energy erupts from your extended, partialy opened hand. You must succeed at a ranged touch attack with the ray to heal your target. This ray heals for 1d4 points of damage +1 point for every two levels of the caster (maximum +3).
This spell is considered a cure spell. Like other cure spells, Lesser Rejuvenating Ray deals damage to undead creatures, rather than curing them. A cleric capable of spontaneously casting cure spells can also spontaneously cast Lesser Rejuvenating Ray.

Material Component: Ground healing mushrooms.

Notes
Note that this spell may also be used as a domain spell (Healing 1).

Miracle Max’s Rejuvenating Ray (Alc 2)

School: Necromancy (Healing)
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area/Effect/Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Description
This spell functions like Lesser Rejuvenating Ray, except that it cures 3d4 points of damage +1 point for every two levels of the caster (maximum +6).

Material Component: A vial of healing herbs dissolved in water.

Notes
This spell can be used as a domain spell (Healing 2).

Miracle Max’s Greater Rejuvenating Ray (Alc 3)

School: Necromancy (Healing)
Components: V, S, M
Casting Time: 1 action/dart
Range: Close (25 ft. + 5 ft./2 levels)
Area/Effect/Target: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Description
This spell functions like Lesser Rejuvenating Ray, except that it cures 5d4 points of damage +1 point for every two levels of the caster (maximum +9).

Material Component: A vial of tincture of powdered unicorn horn.

Notes
This spell can be used as a domain spell (Healing 3).

P.S. Alc stands for Alchemist, by campaign's core wizard variant. They may not learn feats that elminate the need for material components. Wizard in my campaign will be the general good aligned PrC for spellcasters and psionics users.
 

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The Great Bear King said:
The touched creature is healed for 1d6 hit points for every odd caster level (5d6 at 9th, 6d6 at 11th, etc) to a maximum of 9d6 at 9th level.
9d6 at level 20, not level 9 :)

The Great Bear King said:
The caster of this spell must make a Heal skill check modified by your Intelligence score or Medical Sciences: Surgery skill check (depending upon which skill system you use).
Heal is a wis-based skill, not int-based. Remember the heal skill is a cross-class skill for wizards.

The Great Bear King said:
If successful, they get the full healing benefit of the spell.
9d6 are maximum 54 hps, and on a average roll 31,5. That sounds ok.

The Great Bear King said:
If unsuccessful, they still receive full healing, but they also take 9d4 damage for every odd caster level (max 9d4)
your mean: they also take 1d4 damage for every odd caster level (maximum 9d4). :)
So if the caster fails the skill check the target of the spell revieves 1d6x1/2 caster level minus 1d4x1/2 caster level hit points. On an average roll this is 1hp per 1/2 caster level.

The Great Bear King said:
Only living creatures with fleshy bodies can be affected by this spell, though any organic covering (such as on a treant or a giant insect) counts as 'flesh' for the purposes of this spell.
any organic??? So you can heal vermin, plants.. etc.. That is powerful. IMHO I would drop this effect.

The Great Bear King said:
Rejuvenating Ray, Lesser (Alc 1)
Your spell is a ranged lesser version of a cure spell. It seems IMHO balanced.


The Great Bear King said:
Note that this spell may also be used as a domain spell (Healing 1).
Why should a cleric use this spell instead of a cure spell?

The Great Bear King said:
This spell functions like Lesser Rejuvenating Ray, except that it cures 3d4 points of damage +1 point for every two levels of the caster (maximum +6).
The spell sounds ok except I would raise the spell level to level 3.

The Great Bear King said:
This spell functions like Lesser Rejuvenating Ray, except that it cures 5d4 points of damage +1 point for every two levels of the caster (maximum +9).
The spell sounds ok except I would raise the spell level to level 5.
 

Just change it so it only affects creatures that can be cared for with the heal skill. Also I strongly agree that int should not be added to the skill roll.
 

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