Nostrum (3.5e Spell)

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Author: Zhenra-Khal (talk)
Date Created: 8/1/2017
Status: Complete, but open to suggestions on talk.
Editing: Clarity edits only please
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The Nostrum line of spells was created off the idea that if illusions can trick the mind into opening real wounds on the body, then you can also trick it into believing itself back to health. The name, Nostrum, is a word meaning "a medicine, especially one that is not considered effective, prepared by an unqualified person", which I consider quite fitting.


Like other illusions, someone can attempt to unravel the spell by point out to the subject that it isn't real. Unlike other spells, one cannot willingly fail the save against Nostrum; The suspicion that the healing isn't real is too great.

Alternatively, you can instead require that the target succeed a Will save in order to receive the benefits of the spell, as it's so obviously fake that they have to force themselves to believe it. This solves the issue mentioned on the Talk page, revolving around bad Will saves.

Optionally, you can require the spells to use a vial of snake oil as a Material component, either to replace or supplement the Focus component.

The spells work by creating the illusion of being cured, which will eventually become permanent after a duration. However, before this duration expires, the spell can be dispelled, re-opening the wounds.


Minor Nostrum[edit]


Minor Nostrum
Illusion (Phantasm, Healing) / Enchantment [Mind-Affecting]
Level: Sorcerer 1, Wizard 1, Beguiler 1
Components: V, S, F
Casting time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 1d8 rounds and permanent; See text.
Saving Throw: Will negates
Spell Resistance: Yes


Despite this spell being harmless, upon casting, the target must make a Will save. If they succeed, the spell has no effect. If they fail, they are healed for 1 HP. If they fail by 5 or more, they are healed for 1d4 HP. Targets under the effects of True Seeing and similar immunity to illusions are unaffected by this spell.

The spell lasts 1d8 rounds after casting. The spell's effects become permanent at the end of the duration unless the spell is dispelled, suppressed or otherwise countered before then.

Focus: A holy or unholy symbol.


Lesser Nostrum[edit]


Lesser Nostrum
Illusion (Phantasm, Healing) / Enchantment [Mind-Affecting]
Level: Sorcerer 2, Wizard 2, Beguiler 2
Components: V, S, F
Casting time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 1d8 rounds and permanent; See text.
Saving Throw: Will negates
Spell Resistance: Yes

Despite this spell being harmless, upon casting, the target must make a Will save. If they succeed, the spell has no effect. If they fail, they are healed for 1d4, +1 per caster level (Max +5).

If they fail by 5 or more, they're healed for 1d6, +1 per caster level (Max +5), and you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from the target. Targets under the effects of True Seeing and similar immunity to illusions are unaffected by this spell.

The spell lasts 1d8 rounds after casting. The spell's effects become permanent at the end of the duration unless the spell is dispelled, suppressed or otherwise countered before then.


Focus: A holy or unholy symbol.


Nostrum[edit]


Nostrum
Illusion (Phantasm, Healing) / Enchantment [Mind-Affecting]
Level: Sorcerer 3, Wizard 3, Beguiler 3
Components: V, S, F
Casting time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 1d8 rounds and permanent; See text.
Saving Throw: Will negates
Spell Resistance: Yes

Despite this spell being harmless, upon casting, the target must make a Will save. If they succeed, the spell has no effect. If they fail, they are healed for 2d4, +1 per caster level (Max +10), and you can cure 1d4 points of ability damage or remove any 2 of the dazed, fatigued, or sickened condition from the target.

If they fail by 5 or more, they're healed for 2d6, +1 per caster level (Max +10), and you can remove the exhausted, nauseated, poisoned, or stunned condition from the target, in addition to the other effects. Targets under the effects of True Seeing and similar immunity to illusions are unaffected by this spell.

The spell lasts 1d8 rounds after casting. The spell's effects become permanent at the end of the duration unless the spell is dispelled, suppressed or otherwise countered before then.


Focus: A holy or unholy symbol.


Improved Nostrum[edit]


Improved Nostrum
Illusion (Phantasm, Healing) / Enchantment [Mind-Affecting]
Level: Sorcerer 4, Wizard 4, Beguiler 4
Components: V, S, F
Casting time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 1d8 rounds and permanent; See text.
Saving Throw: Will negates
Spell Resistance: Yes

Despite this spell being harmless, upon casting, the target must make a Will save. If they succeed, the spell has no effect. If they fail, they are healed for 3d4, +1 per caster level (Max +10), and you can cure 2d4 points of ability damage or remove any 3 of the dazed, fatigued, sickened, exhausted, nauseated, poisoned, or stunned condition from the target.

If they fail by 5 or more, they're healed for 3d6, +1 per caster level (Max +10), and you can remove a negative level or the blinded, deafened, or diseased condition from the target, in addition to the other effects. Targets under the effects of True Seeing and similar immunity to illusions are unaffected by this spell.

The spell lasts 1d8 rounds after casting. The spell's effects become permanent at the end of the duration unless the spell is dispelled, suppressed or otherwise countered before then.


Focus: A holy or unholy symbol.


Greater Nostrum[edit]


Greater Nostrum
Illusion (Phantasm, Healing) / Enchantment [Mind-Affecting]
Level: Sorcerer 6, Wizard 6, Beguiler 6
Components: V, S, F
Casting time: 1 Standard action
Range: Touch
Target: Creature touched
Duration: 1d8 rounds and permanent; See text.
Saving Throw: Will negates
Spell Resistance: Yes

Despite this spell being harmless, upon casting, the target must make a Will save. If they succeed, the spell has no effect. If they fail, they are healed for 4d4, +1 per caster level (Max +15), and you can cure 2d4 points of ability damage or remove any 4 of the dazed, fatigued, sickened, exhausted, nauseated, poisoned, stunned, blinded, deafened, or diseased condition from the target.

If they fail by 5 or more, they're healed for 4d6, +1 per caster level (Max +15), and you can remove 1d4 negative levels from the target, or remove the confused, cursed, feebleminded or insane conditions from the target, in addition to the other effects. Targets under the effects of True Seeing and similar immunity to illusions are unaffected by this spell.

The spell lasts 1d8 rounds after casting. The spell's effects become permanent at the end of the duration unless the spell is dispelled, suppressed or otherwise countered before then.


Focus: A holy or unholy symbol.



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Facts about "Nostrum (3.5e Spell)"
Article BalanceVery High +
AuthorZhenra-Khal +
ComponentV +, S + and F +
DescriptorMind-Affecting +
Identifier3.5e Spell +
LevelSorcerer 1 +, Wizard 1 +, Beguiler 1 +, Sorcerer 2 +, Wizard 2 +, Beguiler 2 +, Sorcerer 3 +, Wizard 3 +, Beguiler 3 +, Sorcerer 4 +, Wizard 4 +, Beguiler 4 +, Sorcerer 6 +, Wizard 6 + and Beguiler 6 +
RangeTouch +
RatingUnrated +
SchoolIllusion + and Enchantment +
SubschoolPhantasm + and Healing +
SummaryA fake curative spell, as real as the subject believes it to be. +
TitleNostrum +