Another healing spell [Archive] - Wizards Community

Post/Author/DateTimePost
moto

08-12-06, 12:30 AM
I was paying through a NVN modual, and thought that the method of using the heal checks would make a nifty spell so hear gies what do you think?

Knowledgeable healing
Necromancy
Level: Cleric 4, Bard 3, wizard 5, heal 3
Components: V, S
Casting time: 1 full round
Range: Personal
Target: you + 1/ 3 caster level rounded down
Duration 3 rounds
save: no
SR: yes

This spell allows you to heal based on how well you know what’s, what in the body. This spell literally allows you to see what is wrong and fix it to a degree.
You may make a heal check once per round as a standard action to heal one of your designated targets or yourself, you heal the amount of the heal check you just made. The target your healing must be no further then you eye sight allows.
This spell does not work on undead, constructs, or life forms with alien anatomies such as abominations or plants.
Horseshoe_Hermit

08-12-06, 02:02 AM
Well, it's the right school, but you should focus the available classes.

It just allows a Heal check to have real results. Let's see... normally, Heal can only stabilize poor conditions. Heal is more like first-aid.

This spell turns that first-aid skill into real recovery. Sorry, but it seems very Druidic/Clerical to me, and not very much for any other spellcaster.

Now, if the spell, given its current theme of amplifying anatomical knowledge, allowed for one to cause other medical effects (possibly biological murder), then it could get more interesting, and would seem much more appropriate as an Arcane spell.

However, I'm sure you'll agree that a spell which is by its very nature dependent on specialization and focus, can never be something for a Bard, the eternal dabbler in wanderlust.
Red_Rabbit

08-12-06, 02:06 AM
Take off Wizard/Sorcerer-no....heck no.

Raise bard lvl to 4 or 5-being bards have healing spells already so sure why not.

Change the Saving throw to Yes-all healing spells have a saving throw for the people who don't want magics help why stop that now.

That's all I got

The Rabbit
Thiez

08-12-06, 05:28 AM
Target: you + 1/ 3 caster level rounded down

So you target yourself and one third of your caster level?

Huh?
moto

08-12-06, 04:41 PM
Hmm it would be you plus one target per 1/3 your caster level rounded down. I'll get back to you guys later with a revision.
tarkin

08-14-06, 03:17 PM
I would

1) Make the bard level 4.

2) Put in a hard limit on how much you can heal per person.

For a Strict/Loose game, something along the lines of no more than the number of ranks you have in Heal skill per person per casting. So someone with 10 ranks could heal me of 10 and you of 8, but not more than that.

For a Power/Anything Goes Game, something along the lines of max 20/per person per casting.
BlackFiend

08-14-06, 03:58 PM
A few things about this spell and spell creation in general.

Remember, a good design is based on whats currently in play, and then tweek it.

In this case, its similar to Mass Cure Light, which is already Bard Level 5, Cleric Level 5, Druid Level 6.

Take a look:
-------------
Cure Light Wounds, Mass -----Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
----------

Now this spell is either a weaker version of this, or a greater version of this.
Lets opt for weaker since its dependent on Skill Ranks. Bards would be 13th level to cast this spell, but a Cleric would be only 9th.

So I would take the Mass Cure Light, and make that the base of this spell.

Challenge:
1. The total ranks in Heal for a Cleric or Bard will be high. They can easily have 10 ranks in the skill by the time they reach this level. A heal check can easily equal 20 or even 30.

You don't want this spell to rival Mass Cure Light, which is d8+CL.

2. Remember...this spell would actually do DAMAGE to undead. So you don't want to create a spell which translate raw skill checks into real damage. Its easy to create a +5 or +10 magic item to boost the skill. Such a thing would make this spell a killing machine among undead of all types.

Here are the suggestions-
1. Caster makes a Heal Skill Check. Results higher than the DC 15 heal check actually grants healing.
Example: Bard casting this spell, with 13 ranks in heal who rolls a D20 for the check would gets 33 on the skill roll. That would heal 18 points of healing to the target. A seperate check has to be done for each target.

This makes it so that it no way rivals Mass Cure Light Wounds.

2. Require a touch attack.

3. Keep in mind, you can't make a Heal check on yourself, unless...well...you are dying :) (Re-read Heal skill if you don't know what I am referring to.). Don't break/change the skill to make this spell work.

4. Duration should equal one round per level
5. Treating someone is a Full Round action that provokes AoO....just like the Heal skill when treating someone who isn't dying (i.e. Deaths Door).
6. Saves and Spell resistance would remain the same.
7. Drop the spell level down 2 steps.
So its now: Bard Level 3, Cleric Level 3, and Druid level 4.
8. Change it from conjuration healing to Necromancy.
9. Max healing should be capped at 15 points of healing.

This makes a new spell thats relatively balanced to spells already in play, and keeps it from getting out of hand.

Its useful for mid level casters focused on healing, and ramps up over time decently. It also doesn't in any way trump Mass Cure Light, which is a much better spell for the task of healing during combat scenarios.