Captain_Commando
First Post
This is a paragon path that I've developed for the final fantasy dnd 4e supplement over at viladin's final fantasy d20 site. I'm working towards making the white, black, and blue mages as builds rather than designing them separately from the ground up. There is not much that needs to be done for the black mage, so white and blue are the focus. This path is designed for a player going for a white mage build. This path also shows the more benevolent side of necromancy, manipulating life force energies to produce healing effects.
ARCANE HEALER
"Oh my, that looks bad. Don't worry. I'll have you back to fighting shape in no time."
Prerequisite: Wizard class, training in Heal
You have witnessed as well as experienced grave injuries on the battlefield. Your studies of arcane magic have been useful in giving you the ability to protect yourself and others from harm but it is always inevitable that someone gets hurt during the fighting. Having all the destructive power in the world means nothing if you can't get back up on your feet. Therefore you have researched methods of creating medicinal effects using arcane magic and your research has borne fruit. Your capability in the task of acting as medic has thus improved.
ARCANE HEALER PATH FEATURES
Arcane Healing (11th level): You have learned to channel your arcane power to heal the wounded. Once per encounter as a standard action, you can give up the use of an encounter or daily spell as if you have just used it to allow yourself or an ally adjacent to you to spend a healing surge, regaining additional hit points equal to the level of the spell.
Reserved Healing (11th level): Your entire magical repertoire is now a reserve for your healing spells. Once per encounter as a minor action, you can give up the use of an encounter spell as if you have just used it to regain the use of an encounter spell with the healing keyword of the same level or lower. Once per encounter as a move action, you can give up the use of a daily spell as if you have just used it to regain the use of a daily spell with the healing keyword of the same level or lower.
Medicinal Retribution (16th level): Healing in combat is only efficient so long as the healer can still act. When healing others with your spells, you are able to channel some of the residual magic from the spell to heal yourself as well. Whenever you use a spell with the healing keyword, you can spend a healing surge as a free action.
Repulsive Rejuvenator [Arcane Healer Attack 11]
"You wave your hand towards your ally, and a soft luminescence radiates from under her feet. Suddenly a blast of force shoots forth from your ally's location, pushing back those that threaten her."
Encounter * Arcane, Force, Healing, Implement
Standard Action Area Burst 2 within 20 squares
Special: The origin square for the burst must be a square currently occupied by an ally. Each ally in the origin square may spend a healing surge, regaining additional hit points equal to your Intelligence modifier.
Target: Each creature within burst, except for the origin square
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and you push the target 1 square. The target must be pushed away from the origin square.
Transfer Vitality [Arcane Healer Utility 12]
"You focus your concentration to feel the subtle waves of life force radiating from your allies, and then you forge a brief link between them that allows one to share strength with another."
Encounter * Arcane, Healing
Standard Action Close Burst 20
Target: One ally within burst
Effect: The target spends a healing surge, regaining additional hit points equal to your Intelligence modifier. The healing surge is however deducted from the remaining surges of another ally within the burst.
Special: You may target yourself or have the healing surge deducted from your remaining surges.
Harvesting Orb [Arcane Healer Attack 16]
"You shoot your foe with an orb of crackling white light. Upon impact, the orb's power disrupts the target's life force, causing some of it to spill out onto nearby combatants."
Daily * Arcane, Healing, Implement, Radiant
Standard Action Ranged 20
Target: One living creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier radiant damage. Make a secondary attack.
Special: Each living creature adjacent to the primary target regains 1d12 + Intelligence modifier hit points.
Secondary Target: Each undead creature adjacent to the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d12 + Intelligence modifier radiant damage.
Special: You can use this power to attack an undead creature. In this case the secondary attack only affects living creatures and deals necrotic damage instead of radiant damage. In addition, each undead creature adjacent to the primary target regains 1d12 + Intelligence modifier hit points.
ARCANE HEALER
"Oh my, that looks bad. Don't worry. I'll have you back to fighting shape in no time."
Prerequisite: Wizard class, training in Heal
You have witnessed as well as experienced grave injuries on the battlefield. Your studies of arcane magic have been useful in giving you the ability to protect yourself and others from harm but it is always inevitable that someone gets hurt during the fighting. Having all the destructive power in the world means nothing if you can't get back up on your feet. Therefore you have researched methods of creating medicinal effects using arcane magic and your research has borne fruit. Your capability in the task of acting as medic has thus improved.
ARCANE HEALER PATH FEATURES
Arcane Healing (11th level): You have learned to channel your arcane power to heal the wounded. Once per encounter as a standard action, you can give up the use of an encounter or daily spell as if you have just used it to allow yourself or an ally adjacent to you to spend a healing surge, regaining additional hit points equal to the level of the spell.
Reserved Healing (11th level): Your entire magical repertoire is now a reserve for your healing spells. Once per encounter as a minor action, you can give up the use of an encounter spell as if you have just used it to regain the use of an encounter spell with the healing keyword of the same level or lower. Once per encounter as a move action, you can give up the use of a daily spell as if you have just used it to regain the use of a daily spell with the healing keyword of the same level or lower.
Medicinal Retribution (16th level): Healing in combat is only efficient so long as the healer can still act. When healing others with your spells, you are able to channel some of the residual magic from the spell to heal yourself as well. Whenever you use a spell with the healing keyword, you can spend a healing surge as a free action.
Repulsive Rejuvenator [Arcane Healer Attack 11]
"You wave your hand towards your ally, and a soft luminescence radiates from under her feet. Suddenly a blast of force shoots forth from your ally's location, pushing back those that threaten her."
Encounter * Arcane, Force, Healing, Implement
Standard Action Area Burst 2 within 20 squares
Special: The origin square for the burst must be a square currently occupied by an ally. Each ally in the origin square may spend a healing surge, regaining additional hit points equal to your Intelligence modifier.
Target: Each creature within burst, except for the origin square
Attack: Intelligence vs. Fortitude
Hit: 1d8 + Intelligence modifier force damage, and you push the target 1 square. The target must be pushed away from the origin square.
Transfer Vitality [Arcane Healer Utility 12]
"You focus your concentration to feel the subtle waves of life force radiating from your allies, and then you forge a brief link between them that allows one to share strength with another."
Encounter * Arcane, Healing
Standard Action Close Burst 20
Target: One ally within burst
Effect: The target spends a healing surge, regaining additional hit points equal to your Intelligence modifier. The healing surge is however deducted from the remaining surges of another ally within the burst.
Special: You may target yourself or have the healing surge deducted from your remaining surges.
Harvesting Orb [Arcane Healer Attack 16]
"You shoot your foe with an orb of crackling white light. Upon impact, the orb's power disrupts the target's life force, causing some of it to spill out onto nearby combatants."
Daily * Arcane, Healing, Implement, Radiant
Standard Action Ranged 20
Target: One living creature
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier radiant damage. Make a secondary attack.
Special: Each living creature adjacent to the primary target regains 1d12 + Intelligence modifier hit points.
Secondary Target: Each undead creature adjacent to the primary target.
Secondary Attack: Intelligence vs. Reflex
Hit: 1d12 + Intelligence modifier radiant damage.
Special: You can use this power to attack an undead creature. In this case the secondary attack only affects living creatures and deals necrotic damage instead of radiant damage. In addition, each undead creature adjacent to the primary target regains 1d12 + Intelligence modifier hit points.