Nyahhh!

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Eldritch Master is fairly well balanced. You sacrifice higher level spells for access to more lower level spells. The SD ability comes at EM level 4 so you'd probably be at least level 8 before you gain this ability.
 

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Go multiclass Cleric, then wait until level 20, pick some Epic levels (by FRCS rules) and by level 30
you could cast Meteor Swarm and Raise Dead... :)
 

Arcane Healing you say?

here's an arcane alternative ... never really tried it, but I think it's an okay spell selection. Rebuild self is actually really good.

Arcane Healing [v 1.5] I,II,III, & IV (by Wolf72 and Rehab)
Transmutation
Level: Sor/Wiz 1-4
Components: V, M
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 hour/lvl or less
Saving Throw: Harmless (will negates)
Spell Resistance: Harmless (if you want to ...)
True healing rests in the hands of users of divine magics and those versed in the power of song. Sorcerors and Wizards are not with out some capability to aid their comrades though. This spell will repair wounds and damage much the same way a cure spell would. The big difference is that the repair is only temporary, the magic that repairs the wounds will fade after a time. The recipient would be well advised to seek true healing soon (or immediately, see below). When the spell duration runs out, the temporary hit points disappear. The spell can not grant a target additional hit points, the target only gains HP up to its maximum. The energy from this spell is not positive energy and has no adverse affect at all on constructs, undead, and the like. This spell permanently heals subdual damage as a standard cure spell would.
There are 4 versions of this spell.
 1st lvl: 1d4 +1/lvl (max 1d4+5) Arcane Healing I
 2nd lvl: 2d4 + 1/vl (max 2d4+10) Arcane Healing II
 3rd lvl: 3d4 +1/lvl (max 3d4 +15) Arcane Healing III
 4th lvl: 4d4 +1/lvl (max 4d4+20) Arcane Healing IV
The caster can increase the strength of the magic by decreasing the duration. In essence, more powerful healing but for much less time.
 Help is just around the corner!: duration is 10 min/lvl, the die is increased from a d4 to d6 ...
 The Cleric says “Don’t worry! I’m right behind you!”: duration is 1 min/lvl, the die increases to a d10 ...
 Today is a Good Day to Die!: Duration of 1 round/lvl, but the die used is a d12!
Of course any kind of dispel or anti magic zone could be quite deadly. If a creature were to lose enough hp to drop it below 0 because of the end of the spell’s duration, the creature goes to 0 hp in a stable but unconscious condition. The material component of this spell is threaded sewing needle.

Rebuild Self (by Rehab & Wolf72)
Necromancy
Level: Sor/Wiz 5, Bard 5.
Comp: V or S (see below)
Casting time: 1 action
Range: Personal
Target: you
Duration: 1 round / level
Save: harmless
SR: n/a

This spell allows an arcane caster to instantaneously heal himself to perfect condition with a mere gesture or word. Using his powers, bones are forced to re-knit, organs repair themselves and his veins flow with renewed blood. Of course, once the spell has depleted its magical reserves, the caster's body returns to its previous form, with devestating effects.
The spell heals the character 4hp/lvl. All diseases and poisons are halted. The character also regenerates any lost body parts. NOTE: this spell has a duration of 1 round/level. At the end of the spell all temporary hp are lost, diseases and poisons resume their course, and regenerated body parts fall off.
There are two versions of this spell, one verbal and one somatic, choose one. That version is the one you know. Wizards can have both versions in their spell books, they must however decide which one (or both) to prepare. Bards can only know the V version. (Sorceror’s could learn both if they wanted to).
 

Chances are that if the DM won't accept a prestige class printed in Dragon, they won't even look at homebrewed spells.

Interesting spells BTW.
 

Coincidentally, Thorntangle is playing a wizard in my current game. :)

I've always wondered why at least some spellcasters couldn't do healing magic. I do understand that the "professionals" (ie Clerics) will have a distinctive edge over the non-lay person, but why couldn't a wizard (particularly a transmuter) have some knowledge of the healing arts?

The system presented seems a bit more restrictive and thus more permissive (from my own DM P.O.V. at least) than the Eldritch Master.

However, what looks good in print could ultimately be terrible in an actual game. :rolleyes:
 

I haven't actually tried it out yet,

I think the spell is kinda weak, and dangerous. ooh I'm at max hp! (until you get hit by a dispell magic ... and go down to 2!)
 

Dieter said:

I've always wondered why at least some spellcasters couldn't do healing magic. I do understand that the "professionals" (ie Clerics) will have a distinctive edge over the non-lay person, but why couldn't a wizard (particularly a transmuter) have some knowledge of the healing arts?

Necrmancers already have a little bit of this knowledge - vampiric touch lets them steal hit points/"life force" from another person.

The trouble with arcane magic is that it doesn't seem able to create new life force - why do you think crazy mages are always making creatures out of bits of other creatures (owlbears) instead of just making them from the ground up? They've got to have something to start from.

Anyway, with that restriction posited, I'd allow a sort of reverse vampiric touch in the Necromancy school that gives some of the caster's hp to another person.

I might also allow a Transmuter to do something along the lines of speeding up the body's natural healing processes. For example: heal a day's worth with each hour's rest, but you'll need to consume a day's worth of food and water as well. (Times for various diseases, poisons and such would also be advanced - if you rested under the influence of this spell for 8 hours it'd be as if 8 days of the disease went past, and you couldn't do a Heal check to boost your save as it's all happening too fast for the normal-speed doctor to keep up with).

Direct, on-the-spot healing with no cost should pretty much remain the province of the cleric - otherwise you rob them of a large part of their uniqueness.

J
 

I was going to include necromancy with transmutation, but the thought of some horrid/goth-looking person saying, "Hey, that wound looks bad, let me help you." would make the average adventurer draw a blade in defense.

I would consider a necromancer's "healing" ability as more of a preservative agent, keeping the flesh on the bones in a temporarily semi-living state. Yes, that is quite graphic when you think about it. :)
 

you make the necromancer sound like an enbalmer! :) ... no wonder others draw swords

"crap, everytime he shows up he pickles someone ... it's not gonna be me this time!"

***********

When I was thinking of Arcane healing I was thinking back to a dragonlance novel where a red-robed mage was helping plague victims, I think she eventually gave her life thru magic to save some people ... artistic license aside that's what I tried to do, only not the sacrifice your self part (unless you use Rebuild Self )
 


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