| Post/Author/DateTime | Post |
|---|---|
| Pennarin10-28-05, 01:34 AM | Only divine spells, AFAIK, like inflict, can heal undead. A few arcane spells from the school of necromancy confer temporary hit points, but that's it. So how can a wizard/sorcerer heal undead he created or that are under his command? (Solution from the SRD please!) |
| cwslyclgh10-28-05, 01:54 AM | read the enervation and energy drain spells. |
| Shatteredtower10-28-05, 03:01 AM | read the enervation and energy drain spells.Read the previous post again. A few arcane spells from the school of necromancy confer temporary hit points, but that's it.Now refer to both of the spells you mentioned, and you'll notice that they only provide the unded in question with temporary hit points. Within the core rules, the arcane casters might have to resort to limited wish or wish, Pennarin. Sorry. :( If you want to offer them more options repairing their undead in your game (especially since you hardly want to burn xp to heal skeletons and zombies), you might have to look to options in Libris Mortis or other non-core books. |
| smrtgmp10-28-05, 03:41 AM | Or research your own spell. |
| Kendrick10-28-05, 04:16 AM | There's a metamagic feat called something like "Lord of the Uttercold" which, IIRC, allows you to substitute negative energy as half of the damage in a cold spell. Since undead take half damage from cold, the net result would be healing equal to 1/4 of a spell's damage. If you used this on an area of effect spell, it could heal all undead in the area and damage all living creatures in the area. It may also be possible, with this precedent, to convince your DM to allow you to research a spell that causes negative energy damage. |
| Shatteredtower10-28-05, 04:59 AM | Or research your own spell.That too, of course. :embarrass |
| Starmage2110-28-05, 07:27 AM | undead are immune to cold. also, by the cannon, there isnt really anything preventing a wizard from researching the inflict spells other than that they are very weak by comparison to other Sor/Wiz attack spells. Balance-wise, a wizard who has researched the Cure chain of spells (and even Heal/Mass Heal) doesnt overpower things, and Ive playtested that. |
| Pennarin10-28-05, 10:04 AM | undead are immune to cold. Undead are not immune to cold: SRD undead have an added immunity to cold. Read your Undead type again. Within the core rules, the arcane casters might have to resort to limited wish or wish, Pennarin. Sorry. :( :weep: Arggh. (My NPC arcane undead spellcaster ought to be able to heal his spawn and those zombies and skeletons he creates, because contrarily to what people think, finding corpses is not that easy for an NPC undead spellcaster unless he kills everything that moves so as to better animate it later. Plus, high-level spawn that have the right characteristics in terms of level and feats and whatnot is not that easy to find.) I guess I'll go with the Create Your Own Spell option. As someone already made such a spell, or knows of a good starting point, like a pre-existing mechanic in a PrC or monster entry? |
| caeruleus10-28-05, 11:02 AM | Employ a cleric. |
| Pennarin10-28-05, 12:24 PM | Employ a cleric. Mmm, which would work if this weren't Dark Sun where the clerics find all undead to be abominations to be eradicated. Even then this is a boards set up to help people share new ideas or get answers to question they have, and my question was how my arcane undead spellcaster can heal undead using his spell repertoire, not who he can employ or what item he can get to do the job in his stead. |
| Wrin77710-28-05, 02:46 PM | You could argue that Vampiric Touch deals negative energy damage or use the summon monster spells to get something with Inflict * Wounds or Harm. Balance-wise, a wizard who has researched the Cure chain of spells (and even Heal/Mass Heal) doesnt overpower things, and Ive playtested that. I won't even go into that, seeing as how most people here tend to disagree with me when I saw wizards should never be able to cast any type of curative spell. |
| Selebius10-28-05, 03:25 PM | Tome and Blood listed two useful spells, Negative Energy Ray and Negative Energy Burst. Both were excellent to hurt an enemy and to heal an undead minion- the latter could do both at the same time. Just send in the Zombies and blast the foes with the NEB :D . We still use the Spells in 3.5. Sel |
| scalpel10-28-05, 03:47 PM | Complete arcane so I know its not quite the core 3 books. The feat "Black Lore of Moil" adds negative energy damage to your necromancy spells although it can get kinda pricy GP wise. |
| Pennarin10-28-05, 03:53 PM | Tome and Blood listed two useful spells, Negative Energy Ray and Negative Energy Burst. This is interesting... Eberron has arcane spells that repair constructs, so why not adapt for 3.5 the negative energy damage spells from Tome and Blood? |
| cwslyclgh10-28-05, 04:21 PM | I appologize for not reading the first post that closley... it should not be difficult to create your own line of spells that deal negative energy damage... infact it would probably not be unblanced just to take existing spells and modify them to negative energy, simply dropping the damage die one value in the process (thus "necromantic beam" a negative energy version of scorching ray, would be the same in all ways as the scorching ray spell, but do negative energy damage instead of fire damage, and only do 4d4 (or alternatly 3d6) per ray instead of 4d6). There's a metamagic feat called something like "Lord of the Uttercold" which, IIRC, allows you to substitute negative energy as half of the damage in a cold spell. Since undead take half damage from cold, the net result would be healing equal to 1/4 of a spell's damage. and undead are immune to cold. undead are not immune to cold unless thier special qualities section say they are in the individual listing (for example skeletons are, but zombies are not.) even if all undead were immune to cold it would not matter, Lord of the Uttercold makes the spell do half cold damage and half negative energy damage... the negative energy part will always be fully effective for the undead, although if the undead in question do not resist or have immunity to cold then the healing effects will be somewhat (or totaly) mitagated by the cold damage. (ie a non-cold immune undead caught in a modifier fireball that did 40 points of damage would take 20 points of cold damage and heal 20 hit points thanks to the negative energy, effectivly landing back where he started). another problem with LotUC is the fact that it has some pretty steep requirements to even take. You could argue that Vampiric Touch deals negative energy damageyou could argue it until you were blue in the face but by the RAW you would still be wrong, according to the rules VT deals typless damage (not that it would realy help here anyway because you cannot cast VT on an undead creature, Target: Living creature touched. Tome and Blood listed two useful spells, Negative Energy Ray and Negative Energy Burst. there was nothing inherently wrong with these spells balancewise or mechanically, there should be no problem adding them to a 3.5 game. |
| Donraj10-28-05, 04:39 PM | Well...they're zombies. Low-level undead are expected to be expendable, although I get your point about why a necromancer would want to be able to repair them instead of making new ones. And it makes good flavor to have them gradually falling apart after seeing real use. Upper-level undead I would expect to have self-repair abilities and/or be repaired by their master, but for corporeal undead of, say...three Hit Dice or lower, I'd expect to just deteriorate. |
| smrtgmp10-28-05, 05:43 PM | it should not be difficult to create your own line of spells that deal negative energy damage... infact it would probably not be unblanced just to take existing spells and modify them to negative energy, simply dropping the damage die one value in the process (thus "necromantic beam" a negative energy version of scorching ray, would be the same in all ways as the scorching ray spell, but do negative energy damage instead of fire damage, and only do 4d4 (or alternatly 3d6) per ray instead of 4d6).I like Wes's suggestion. I was going to reccomend something similar. I feel it is balanced to have negative energy versions of standard spells that do the same damage but are a level higher. So a negative energy fireball (lets call it ebon bloom for S's & G's) would be 4th level. Maybe lower the range to medium as well. As an example: Ebon Bloom Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Ebon bloom fills the area with negative energy and deals 1d6 points of negative energy damage per caster level (maximum 10d6) to every creature within the area (undead creatures are healed a like amount). You point your finger and determine the range (distance and height) at which the ebon bloom is to form. A shadowy, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the ebon bloom at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely. Material Component: A pinch of grave dust. Darkling Bolt Necromancy Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: 100 ft. Area: 100-ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You release a powerful stroke of negative energy that deals 1d6 points of negative energy damage per caster level (maximum 10d6) to each creature within its area (undead are healed a like amount). The bolt begins at your fingertips. Material Component: A finger bone Obvioulsy, these are a cut and paste job of fireball and lightning bolt. I raised the level by 1 and reduced the range. I also removed the text regarding damaging innanimate objects, as, IIRC, they are not damaged by negative energy. I could be wrong in that regard. |
| MJ the Prophet10-28-05, 05:56 PM | While it isn't a spell per se, I like the trick of creating exploding undead via Destruction Retribution. Normally, exploding zombies are a bad idea, but LM made it wonderful; they explode when destroyed for Xd6 negative energy damage within 10 ft, where X is 1/2 the HD of the creature. As your undead get dropped, they heal the other undead nearby, while at the same time harming your foes. |
| smrtgmp10-28-05, 05:58 PM | Yeah, destructive retribution is awesome. Though, IIRC, the damage is 1d6+1d6/2hd, rather than just 1d6/2hd. |
| caeruleus10-28-05, 06:11 PM | Mmm, which would work if this weren't Dark Sun where the clerics find all undead to be abominations to be eradicated. Even then this is a boards set up to help people share new ideas or get answers to question they have, and my question was how my arcane undead spellcaster can heal undead using his spell repertoire, not who he can employ or what item he can get to do the job in his stead. I see, so I was supposed to be aware of all of these constraints even though you didn't mention any of them. Sorry for trying to help. :rolleyes: |
| Pennarin10-28-05, 07:07 PM | I see, so I was supposed to be aware of all of these constraints even though you didn't mention any of them. Sorry for trying to help. :rolleyes: I'm not trying to be snippy caeruleus, I just find it strange that people give me or anyone else options unrelated to the original question. You have to admit that a cleric is unrelated to what I asked in my question. Btw, what are those constraint you talk about? I mentionned "from the SRD", "a wizard/sorcerer", "heal undead": So how can a wizard/sorcerer heal undead he created or that are under his command? (Solution from the SRD please!) Since we've already demonstrated there are no SRD options for a wizard/sorcerer to heal undead, people are already trying to find new, non-SRD ways to do the trick. |
| Pennarin10-28-05, 07:09 PM | Nice options everyone! smrtgmp, I like those spells! The ebon bloom is even a cool name. Can it really be this simple to inflict negative energy damage: uping the level by 1? |
| Rhadamanthus10-28-05, 08:47 PM | If you're so concerned with having undead minions heal themselves, why not spellstitch them? It's relatively cheap, and I think if I'm reading it right, you can grant them spells from the conjuration, evocation, and/or necromancy schools. Check pp. 161-162 of Complete Arcane to see. |
| Pennarin10-28-05, 10:32 PM | Smart idea Rhadamanthus, and I'd use it if it were SRD. I hate that they didn't make the Spellstiched SRD, its a damn good template. |
| smrtgmp10-28-05, 10:55 PM | smrtgmp, I like those spells! The ebon bloom is even a cool name.Hey, thanks. :) Can it really be this simple to inflict negative energy damage: uping the level by 1?I think those look right at 4th level. They certainly wouldnt be the most powerful 4th level spells available. I've had PC necromancer's who were looking for the same thing, and this is what I came up with for them. They've been used in my games and I haven't had any problems with them. Spellstiched, while awesome, comes with a stiff xp cost. It would be something to add to your important undead cronies (or you, if you're undead), but not to your skeletal legions. |
| primemover00310-29-05, 01:00 AM | Buy Heroes of Horror and take levels in the Dread Necromancer class (not a Prc)... not only allows you to cast some clerical spells as arcane, but gives you a negative energy touch that will heal undead... |
| caeruleus10-29-05, 01:49 AM | Btw, what are those constraint you talk about? I mentionned "from the SRD", "a wizard/sorcerer", "heal undead" These ones (which I had quoted in my last post): Mmm, which would work if this weren't Dark Sun where the clerics find all undead to be abominations to be eradicated. Even then this is a boards set up to help people share new ideas or get answers to question they have, and my question was how my arcane undead spellcaster can heal undead using his spell repertoire, not who he can employ or what item he can get to do the job in his stead. You say it would work, except for the sorts of clerics in your campaign. That's a constraint on the solution. You say here (but did not specify in your initial post) that you want to be able to hear using one of your own spells. That's another constraint. If it were not for those constraints (which, again, you did not yet mention before my suggestion), hiring a cleric would be one way for a noncleric to heal undead. Anyway, no worries here. I'm glad that others are giving you the sort of answers you need. |
| Seeker of Undeath10-29-05, 02:35 AM | Beckon the Frozen + Lord of the Utter Cold + Energy Substitution (Cold). Isn't that the primary set of ingredients for the Utter Cold Assault Necromancer? Suddenly Fireball, Cone of Cold, Chain Lightning and a plethoria of other blasty spells become your greatest friends. |
| Pennarin10-29-05, 04:02 AM | You say it would work, except for the sorts of clerics in your campaign. That's a constraint on the solution. Ahh, but clerics, that they're from Dark Sun or not are not part of the answer to the question since clerics are divine and I seek an answer within the realm of the arcane. Mentioning that "it would work if this weren't Dark Sun" is true, but still, I wouldn't use it because its divine. Magic items would work too but I did not mention them either in my initial post for I do not want to create an item for the purpose of healing undead. But I do not need to mention I do not want clerics or items as answers, I just need to mention what kind of answer I seek and people will thus limit their proposals to what the question applies to, in this case arcane spells. |