Difference between revisions of "Lesser Healing Spirit (3.5e Spell)"

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''A ghostly spirit that glows with a gentle warm light appears as you finish the spell. It extends its hands and begins healing the wounds of yourself and your comrades as directed.''
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''As you finish the spell, a ghostly spirit that glows with a gentle warm light appears. It extends its hands and begins healing the wounds of yourself and your comrades as directed.''
  
  
A healing spirit is an non-sentient small, ethereal creature made of positive energy. Once summoned, it attempts to remain adjacent to the target of the spell, moving up to 30 feet per round if the target creature moves. Each round on the caster's turn it can move and also perform the following actions: Heal the target creature (or an adjacent ally) for 3d8 damage with a touch, Heal two creatures for 2d8 damage with a ranged touch (who can be no more than 30 feet apart, and neither can be more than 60 feet from the healing spirit), or heal all allies in a 30 foot radius for 1d8 damage. If the target of the spell moves more than 30 feet away, the healing spirit will take a second move action to try and reach the closest adjacent square to the target. A healing spirit who uses two move actions in a round cannot heal for that round. A healing spirit can move in any direction including up or down and through solid objects, but cannot increase its speed beyond 30 feet. The caster mentally commands the healing spirit as it would a summoned creature, though it will attempt to remain next to its target automatically without direction. The caster can change the target of the healing spirit as a move action, provided the new target is a living creature no more than 30 feet from the original target.
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A healing spirit is a non-sentient, ethereal creature made of positive energy and approximately four feet in height. Once summoned, it attempts to remain adjacent to the target of the spell, moving up to 30 feet per round if the target creature moves. Each round on the caster's turn it can move and also perform one of the following actions:  
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* Heal the target creature (or an adjacent ally) of 3d8 damage with a touch.
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* Heal two creatures of 2d8 damage with a ranged touch (who can be no more than 30 feet apart, and neither can be more than 60 feet from the healing spirit).
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* Heal all allies in a 30 foot radius of 1d8 damage.  
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If the target of the spell moves more than 30 feet away, the healing spirit will take a second move action to try and reach the closest adjacent square to the target. A healing spirit who uses two move actions in a round cannot heal for that round. A healing spirit can move in any direction including up or down and through solid objects, but cannot increase its speed beyond 30 feet. The caster mentally commands the healing spirit as it would a summoned creature, though it will attempt to remain next to its target automatically without direction. The caster can change the target of the healing spirit as a move action, provided the new target is a living creature no more than 30 feet from the original target.
 
   
 
   
 
The healing spirit can also attempt to deal damage to an undead creature or creatures instead of healing living creatures, though they can apply their Spell Resistance and may make a Will save for half damage. Undead targets follow the same rules as living targets ''(must be adjacent to use the touch ability, must be within 30 feet to use the ranged ability, etc.)''. Use the caster's attack bonus for the healing spirit's touch or ranged touch attack against an undead target.  
 
The healing spirit can also attempt to deal damage to an undead creature or creatures instead of healing living creatures, though they can apply their Spell Resistance and may make a Will save for half damage. Undead targets follow the same rules as living targets ''(must be adjacent to use the touch ability, must be within 30 feet to use the ranged ability, etc.)''. Use the caster's attack bonus for the healing spirit's touch or ranged touch attack against an undead target.  
  
The healing spirit is incorporeal, and can only be harmed by weapons and magical effects that damage incorporeal creatures. It has an AC of 10 + (1/2 caster level) + the caster's relevant casting ability modifier, and has HP equal to 1/4 of the caster's total HP. It sheds light equivalent to a torch.
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The healing spirit is incorporeal, and can only be harmed by weapons and magical effects that damage incorporeal creatures. It has a deflection AC bonus of 10 + (1/2 caster level) + the caster's relevant casting ability modifier, and has HP equal to 1/4 of the caster's maximum HP. It sheds light equivalent to a torch.
  
 
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Latest revision as of 04:15, 19 September 2012

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Author: Spanambula (talk)
Date Created: 14 October, 2011
Status: complete
Editing: Clarity edits only please
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Lesser Healing Spirit
Conjuration (Healing)
Level: Bard 5, Cleric 5, Druid 6
Components: V, S
Casting time: 1 round
Range: Close (25 ft. + 5 ft./ caster level)
Target: Living Creature
Duration: 1 round/ caster level
Saving Throw: Will half (harmless) or Will half, see text
Spell Resistance: Yes (harmless) or Yes, see text

As you finish the spell, a ghostly spirit that glows with a gentle warm light appears. It extends its hands and begins healing the wounds of yourself and your comrades as directed.


A healing spirit is a non-sentient, ethereal creature made of positive energy and approximately four feet in height. Once summoned, it attempts to remain adjacent to the target of the spell, moving up to 30 feet per round if the target creature moves. Each round on the caster's turn it can move and also perform one of the following actions:

  • Heal the target creature (or an adjacent ally) of 3d8 damage with a touch.
  • Heal two creatures of 2d8 damage with a ranged touch (who can be no more than 30 feet apart, and neither can be more than 60 feet from the healing spirit).
  • Heal all allies in a 30 foot radius of 1d8 damage.

If the target of the spell moves more than 30 feet away, the healing spirit will take a second move action to try and reach the closest adjacent square to the target. A healing spirit who uses two move actions in a round cannot heal for that round. A healing spirit can move in any direction including up or down and through solid objects, but cannot increase its speed beyond 30 feet. The caster mentally commands the healing spirit as it would a summoned creature, though it will attempt to remain next to its target automatically without direction. The caster can change the target of the healing spirit as a move action, provided the new target is a living creature no more than 30 feet from the original target.

The healing spirit can also attempt to deal damage to an undead creature or creatures instead of healing living creatures, though they can apply their Spell Resistance and may make a Will save for half damage. Undead targets follow the same rules as living targets (must be adjacent to use the touch ability, must be within 30 feet to use the ranged ability, etc.). Use the caster's attack bonus for the healing spirit's touch or ranged touch attack against an undead target.

The healing spirit is incorporeal, and can only be harmed by weapons and magical effects that damage incorporeal creatures. It has a deflection AC bonus of 10 + (1/2 caster level) + the caster's relevant casting ability modifier, and has HP equal to 1/4 of the caster's maximum HP. It sheds light equivalent to a torch.



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AuthorSpanambula +
ComponentV + and S +
Identifier3.5e Spell +
LevelBard 5 +, Cleric 5 + and Druid 6 +
RangeOther +
RatingUndiscussed +
SchoolConjuration +
SubschoolHealing +
SummaryA mobile healing spirit for you and your allies that can also damage undead foes. +
TitleLesser Healing Spirit +