Quartz
Hero
I conceive these as a group of spells, possibly as an alternative to the Cure X. What do you think? What levels should they be?
Energise (Lesser, Improved, Greater, Mass)
Conjuration (Healing)
Level: Various - Cleric, Paladin, Luck, Druid, Healing
Components: V,S
Casting Time: 1 standard action
Range: Touch or Close (for Mass Energise)
Target: Creature Touched or 1 creature / level, no two of which can be more than 30 ft. apart (Mass Energise).
Duration 1 round / level.
Saving throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text.
When laying hands on a creature, you channel positive energy and the target creature gains maximum points per HD up to the caster's level. Max 5 HD for lesser, 10 HD for Improved, 20 HD for Greater. The HP gained are temporary (q.v. Aid). When the spell's duration expires, the target is healed 1 HP per HD maximised.
Since undead are powered by negative energy, this spell deals 1d6 damage per caster level - with the aforementioned maxima - to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Note that PCs automatically have maximum HP for their first level.
The rationale is that this is as much a pre-emptive spell as a reactive spell and means that PCs cannot blithely ignore wounds in the knowledge that they'll be healed.
I'm thinking levels 2, 4, and 6 for the various versions (based off Aid and Heal), and +3 levels for the Mass versions.
Energise (Lesser, Improved, Greater, Mass)
Conjuration (Healing)
Level: Various - Cleric, Paladin, Luck, Druid, Healing
Components: V,S
Casting Time: 1 standard action
Range: Touch or Close (for Mass Energise)
Target: Creature Touched or 1 creature / level, no two of which can be more than 30 ft. apart (Mass Energise).
Duration 1 round / level.
Saving throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text.
When laying hands on a creature, you channel positive energy and the target creature gains maximum points per HD up to the caster's level. Max 5 HD for lesser, 10 HD for Improved, 20 HD for Greater. The HP gained are temporary (q.v. Aid). When the spell's duration expires, the target is healed 1 HP per HD maximised.
Since undead are powered by negative energy, this spell deals 1d6 damage per caster level - with the aforementioned maxima - to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Note that PCs automatically have maximum HP for their first level.
The rationale is that this is as much a pre-emptive spell as a reactive spell and means that PCs cannot blithely ignore wounds in the knowledge that they'll be healed.
I'm thinking levels 2, 4, and 6 for the various versions (based off Aid and Heal), and +3 levels for the Mass versions.