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General Tabletop Discussion
*Pathfinder & Starfinder
New Spell: Energise - what levels?
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<blockquote data-quote="Quartz" data-source="post: 3562674" data-attributes="member: 40552"><p>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?</p><p></p><p>Energise (Lesser, Improved, Greater, Mass)</p><p>Conjuration (Healing)</p><p>Level: Various - Cleric, Paladin, Luck, Druid, Healing</p><p>Components: V,S</p><p>Casting Time: 1 standard action</p><p>Range: Touch or Close (for Mass Energise)</p><p>Target: Creature Touched or 1 creature / level, no two of which can be more than 30 ft. apart (Mass Energise).</p><p>Duration 1 round / level.</p><p>Saving throw: Will half (harmless) or Will half; see text</p><p>Spell Resistance: Yes (harmless) or Yes; see text.</p><p>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.</p><p>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.</p><p></p><p>Note that PCs automatically have maximum HP for their first level.</p><p></p><p>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.</p><p></p><p>I'm thinking levels 2, 4, and 6 for the various versions (based off Aid and Heal), and +3 levels for the Mass versions.</p></blockquote><p></p>
[QUOTE="Quartz, post: 3562674, member: 40552"] 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. [/QUOTE]
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New Spell: Energise - what levels?
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