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Necromantic arcane healing spells
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<blockquote data-quote="The Great Bear King" data-source="post: 2267788" data-attributes="member: 21850"><p>These are my Necromantic spells. Enjoy the dead pan humor everyone. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Miracle Max’s Wonderful Surgery (Alc 5)</p><p></p><p>School: Necromancy (Healing)</p><p>Components: V, S, M </p><p>Casting Time: 1 full round </p><p>Range: Touch </p><p>Area/Effect/Target: Living creature touched </p><p>Duration: Instantaneous </p><p>Saving Throw: Special (see text) </p><p>Spell Resistance: Yes</p><p>Description </p><p>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.</p><p>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.</p><p>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.</p><p></p><p><em>Material Component:</em> A sewing needle, antiseptic, chewing gum, and some thread. A good tort lawyer isn’t a bad idea either.</p><p></p><p>Rejuvenating Ray, Lesser (Alc 1)</p><p></p><p>School: Necromancy (Healing) </p><p>Components: V, S, M</p><p>Casting Time: 1 action </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Area/Effect/Target: Ray </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: Yes (harmless)</p><p>Description </p><p>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).</p><p>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. </p><p></p><p><em>Material Component:</em> Ground healing mushrooms.</p><p></p><p>Notes </p><p>Note that this spell may also be used as a domain spell (Healing 1).</p><p></p><p>Miracle Max’s Rejuvenating Ray (Alc 2)</p><p></p><p>School: Necromancy (Healing) </p><p>Components: V, S, M</p><p>Casting Time: 1 action </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Area/Effect/Target: Ray </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: Yes (harmless)</p><p>Description </p><p>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). </p><p></p><p><em>Material Component:</em> A vial of healing herbs dissolved in water.</p><p></p><p>Notes </p><p>This spell can be used as a domain spell (Healing 2).</p><p></p><p>Miracle Max’s Greater Rejuvenating Ray (Alc 3)</p><p></p><p>School: Necromancy (Healing) </p><p>Components: V, S, M</p><p>Casting Time: 1 action/dart </p><p>Range: Close (25 ft. + 5 ft./2 levels) </p><p>Area/Effect/Target: Ray </p><p>Duration: Instantaneous </p><p>Saving Throw: None </p><p>Spell Resistance: Yes (harmless)</p><p>Description </p><p>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).</p><p></p><p><em>Material Component:</em> A vial of tincture of powdered unicorn horn.</p><p></p><p>Notes </p><p>This spell can be used as a domain spell (Healing 3).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="The Great Bear King, post: 2267788, member: 21850"] 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. [I]Material Component:[/I] 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. [I]Material Component:[/I] 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). [I]Material Component:[/I] 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). [I]Material Component:[/I] 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. [/QUOTE]
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