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Plane of Life (3.5e Sourcebook)/Spells and Feats

< Plane of Life (3.5e Sourcebook)

SpellsEdit


Positive Stream
Conjuration (Healing) [Positive]
Level: Cleric 4
Components: V, S, DF
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until discharged
Saving Throw: Will negates, see text.
Spell Resistance: Yes

You send a steady stream of positive energy into your target. The target gets fast healing 3 for the duration of the spell (this healing is positive energy healing, and so damages undead). If this healing would bring the target above full hit points, the excess is given to the target as temporary hit points; these temporary hit points last until the spell ends. However, if these temporary hit points reach or exceed half of the targets full hit point total, the target must instantly make a Fortitude save; if they fail this save, they instantly drop to 1 hit point. Regardless, once they attempt the save, the spell ends.


Cure Light Wounds, Instant
Conjuration (Healing) [Positive]
Level: Cleric 3
Components: V, S
Casting time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

By pointing at a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +10).

Like other cure spells, instant cure light wounds deals damage to undead rather than curing them. The undead may attempt a Will save for half damage.


Cure Moderate Wounds, Instant
Conjuration (Healing) [Positive]
Level: Cleric 4, Life 3
Components: V, S
Casting time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

By pointing at a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +15).

Like other cure spells, instant cure moderate wounds deals damage to undead rather than curing them. The undead may attempt a Will save for half damage.


Cure Serious Wounds, Instant
Conjuration (Healing) [Positive]
Level: Cleric 5
Components: V, S
Casting time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

By pointing at a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +20).

Like other cure spells, instant cure serious wounds deals damage to undead rather than curing them. The undead may attempt a Will save for half damage.


Cure Critical Wounds, Instant
Conjuration (Healing) [Positive]
Level: Cleric 6
Components: V, S
Casting time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

By pointing at a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +25).

Like other cure spells, instant cure critical wounds deals damage to undead rather than curing them. The undead may attempt a Will save for half damage.


Cure Deadly Wounds
Conjuration (Healing) [Positive]
Level: Cleric 5
Components: V, S, M; see text
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 5d8 points of damage +1 point per caster level (maximum +25).

Furthermore, cure deadly wounds can be cast on an intact corpse within 1 minute of that corpses death; in that case, the healing is reduced to 1d8 +1 point per caster level (maximum +25). However, before that healing is applied, the corpse is restored to life at -9 hit points with no levels or spells lost.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Material Component: A potion of cure moderate wounds, costing 300 gp; only needed if cast on a dead target.


Drain Light Energy
Conjuration [Positive]
Level: Cleric 1
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

When laying your hand upon a creature, you rip positive energy from them, dealing them 1d8 points of damage +1 point per caster level (maximum +5).

Creatures powered by negative energy (such as undead) are uneffected by this spell.


Drain Moderate Energy
Conjuration [Positive]
Level: Cleric 2
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

This spell functions like Drain Light Energy (3.5e Spell), except that you deal 2d8 points of damage +1 point per caster level (maximum +10).


Drain Serious Energy
Conjuration [Positive]
Level: Cleric 3
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

This spell functions like Drain Light Energy (3.5e Spell), except that you deal 3d8 points of damage +1 point per caster level (maximum +15).


Drain Critical Energy
Conjuration [Positive]
Level: Cleric 4
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

This spell functions like Drain Light Energy (3.5e Spell), except that you deal 4d8 points of damage +1 point per caster level (maximum +20).



Positive Endurance
Abjuration [Positive]
Level: Sorcerer/Wizard 4, Positive 4
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You grant the target protection from the power of planes of positive energy. For the duration of the spell, immune to the effects of positive-dominant planes including any hazards of the plane.


Detect Lifeforce
Divination [Positive]
Level: Cleric 1, Life 1
Components: V, S
Casting time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 2 rounds./level (D)
Saving Throw: None
Spell Resistance: No

You can see life force. You can see the current and maximum hit points of any creature they can see, along with all temporary hit points and non-lethal damage. You can also see how many hit dice those viewed have.


Life Surge
Conjuration (Healing) [Positive]
Level: Cleric 9, Positive 9
Components: V, S, DF
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: 1 round/level
Saving Throw: Will negates (harmless) or Will negates; see text.
Spell Resistance: Yes

You emit a massive pulse of positive energy. All targets gain fast healing 20 and also receive the benefits of a Haste spell for the duration.

Creatures damaged by positive energy instead take 20 damage every turn and suffer the effects of a Slow spell for the duration. Such creatures may attempt a Will save to negate both effects.


Collect Crystal
Conjuration
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Target: 2 lbs. of auracrystal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create three pounds of raw auracrystal, worth 420 gold pieces.

Material Component: The targeted two pounds of raw auracrystal, worth 280 gold pieces.


Life Arcana
Conjuration (Healing, Summoning) [Positive]
Level: Sorcerer/Wizard 4
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: 1 summoned creature
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

You heal a summoned creature while extending its time. The targeted creature is healed 2d8 hit points using positive energy (creatures damaged by positive energy are damaged by this, Will for half). In addition, the remaining duration of the spell that summoned it is increased by 1d2 rounds +1 round per 4 caster levels (maximum 5 rounds). If the spell that summoned the target summoned multiple creatures, the duration is only extended for the target.


Positive Haste
Transmutation [Positive]
Level: Positive 4
Components: V, S, DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless) OR Will negates
Spell Resistance: Yes (harmless) OR Yes

This spell functions like haste (with a Fortitude save), except when cast on creatures harmed by positive creatures. Such creatures instead suffer the effect of the spell slow (with a Will save).


Artificial Life
Necromancy [Positive]
Level: Clr 3, Sor/Wiz 4
Components: V, S, M
Casting time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions like animate dead, except the created undead have the reborn template and consecrate doubles the animation limit.

Material Component: You must place a white topaz gem worth at least 25 gp per Hit Die of the reborn undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.


Universal Cure
Conjuration (Healing) [Positive]
Spellcraft DC: 33
Components: V, S, DF
Casting time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)
To Develop: 297,000 gp; 6 days; 11,880 XP. Seeds: heal (DC 25). Factors: dispels all negative levels 20 weeks back (+2), cure drained ability scores (+6).

This spell cures almost everything that could be ailing the target. Universal cure heals the target to their maximum hit points, removes all non-lethal damage from the target and cures all diseases, lost senses, temporary ability damage, drained ability scores, poisons, mental effects, missing body parts and negative levels (obtained within the last 20 weeks). This includes ending any and all of the following effects that the target might be suffering from: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Against undead, this influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.

Positive descriptor: Some existing spells gain the Positive descriptor. Those spells are as follows:

  • All Conjuration (healing) spells.
  • Conjuration (summoning) spells used to summon a Positive creature.
  • Conjuration (calling) spells used to call a Positive creature.
  • Any spell that grants immunity to negative energy effects (e.g. Death Ward).
  • Any spell that directly says it uses positive energy.

DomainsEdit

Positive Domain:

  • Granted Power: You gain Light as a spell-like ability, usable at will.
  • 1: Expeditious Retreat (Your speed increases by 30 ft)
  • 2: Daylight (60-ft. radius of bright light)
  • 3: Positive Haste (One creature/level moves faster, undead are slowed instead)
  • 4: Positive Endurance (Target is protected from the plane of positive energy)
  • 5: Plane Shift (As many as eight subjects travel to another plane)
  • 6: Heal (Cures 10 points/level of damage, all diseases and mental conditions)
  • 7: Summon Monster VII (Calls extraplanar creature to fight for you [may only summon creatures with the Positive subtype])
  • 8: Sunburst (Blinds all within 10 ft., deals 6d6 damage)
  • 9: Life Surge (Many creatures get fast healing 20 and haste)

Life Domain:

  • Granted Power: You gain Swift Treatment as a bonus feat.
  • 1: Detect Lifeforce (See hit points of view creatures)
  • 2: Remove Disease (Cures all diseases affecting subject)
  • 3: Cure Moderate Wounds, Instant (Cures 2d8 damage +1/level [max +15] as swift action)
  • 4: Cure Light Wounds, Mass (Cures 1d8 damage +1/level (max +25) for many creatures)
  • 5: Raise Dead (Restores life to subject who died as long as one day/level ago)
  • 6: Heal (Cures 10 points/level of damage, all diseases and mental conditions)
  • 7: Regenerate (Subject’s severed limbs grow back, cures 4d8 damage +1/level [max +35])
  • 8: Heal, Mass (As heal, but with several subjects)
  • 9: True Resurrection (As resurrection, plus remains aren't needed)

SkillsEdit

Heal (Wis) New Uses:

Triage: By making a DC 15 Heal check, you can inspect someone's wounds. You learn their current and maximum hit points.

Inspecting wounds takes a standard action.

Heal Wounds: By making a DC 20 Heal check, you can heal someone's wounds. They are healed 1d6 points of damage. You can not heal your own wounds.

Making a check to heal wounds takes 1 minute and can only be done once per day per patient. Healing wounds requires one use of a healer's kit.

FeatsEdit

Positive Fragment [General] A small sliver of positive energy flares within you.Prerequisites: Maximum hit points of at least 40Benefit: You gain the Positive subtype. Special: If retraining rules are used in your game, this feat may not be retrained.

Positive Hand [General] You can control small amounts of positive energy.Prerequisites: Maximum hit points of at least 60Benefit: You gain the following spell-like abilities, each usable once per day: cure serious wounds, remove disease.

Positive Strike [Fighter] Your sliver of positive energy allows you to keep fighting past when you should fall.Prerequisites: Positive subtype, Weapon SpecializationBenefit: Whenever you make a successful melee attack with a weapon for which you have selected the Weapon Specialization feat, you heal 3 hit points.

Positive Ambush [General] Your sliver of positive energy allows you to harm those who are immune to your normal assault.Prerequisites: Positive subtype, sneak attack 2d6Benefit: When you attack an undead creature, you may ignore their creature type for the purposes of sneak attack.

Positive Healing [General] Your sliver of positive energy increases the power of all of your healing spells.Prerequisites: Positive subtype, ability to cast a Conjuration (Healing) spell.Benefit: Whenever you cast a Conjuration (Healing) spell that affects a single target, your target also gets fast healing 1 for a number of rounds equal to the level of the spell.

Minor Divinity [General] Your devotion is rewarded with a minor gift of divine magic.Prerequisites: Non-evil alignment, 3 hit diceBenefit: You gain minor divine spellcasting. You have two first level spell slots per day; you do not gain bonus spells. You prepare spells like a cleric does; this includes the cleric's ability to spontaneously cast cure spells. Your divine caster level for these spells is 1; use Wisdom to determine saving throw DC's. You prepare spells from the following spell list: Bless, Cure Light Wounds, Detect Lifeforce, Hide from Undead.

Blood Bank [General] You know how to store some of your inner life force to make stored energy last longer.Prerequisites: Life Force class feature, maximum life force pool of at least 50 points, Bank Life class featureBenefit: When you use your Bank Life class feature, you may choose to blood bank. To do this costs 4 xp for every life force point you are spending on that use of Bank Life. If you blood bank, the energy banked within that container of water lasts until used, regardless of how long that takes, and the water takes on a slight red tint.

Positive Flare [General] You can call in the power of positive planes to a great extent, warping the nearby area to match.Prerequisites: Life Force class feature, maximum life force pool of at least 100 pointsBenefit: You can, as a move action, choose to start emitting an overwhelming field of your own energy to enhance life energy around you. This field flares out to a radius of 30 feet. The area within this field has the major positive-dominant trait. Each round the field is up costs 3 points from your life force pool, and you can end the field as a free action.

Positive Sustenance [General] The energy that keeps you ageless also fills your physical needs.Prerequisites: Pure Life class featureBenefit: You no longer need to eat food, drink water, sleep or breathe. You still can do all of these things, if you wish.

Endless Life [General] Your pool of life heals you even unspent.Prerequisites: Life Force class feature, maximum life force pool of at least 100 pointsBenefit: You gain fast healing X, where X is the current value of your life force pool divided by 50 (round down).

Cure Time [General] You can use positive energy cure the damage done by time itself.Prerequisites: Life Force class feature, maximum life force pool of at least 150 pointsBenefit: You can, by spending 20 points from your life force pool as a standard action, heal a willing creature within 5 feet of some age. The targeted creature becomes 1d10+10 years younger. If this lowers the creatures age category, the aging bonuses and penalties are reversed.

Cull Life [General] You can pull life force out of used potions.Prerequisites: Life Force class feature, maximum life force pool of at least 40 pointsBenefit: Whenever you drink a potion of a Conjuration (Healing) spell that restores hit points, you also add a number of points to your Life Force pool equal to the level of the spell in the potion.

Positive Flood [General] You can make some magic items without spellcasting, via your life force alonePrerequisites: Life Force class feature, maximum life force pool of at least 75 pointsBenefit: You can make some magic items with life force alone. You must still pay all gp and xp costs from making the item, but don't need the spell or item creation feat. Having this feat replaces all spells with the Positive descriptor. This feat only replaces the following item creation feats: Brew Potion, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll.

Time Sight [General] Your skill at seeing the life of others also allows you to see how long others have been alive.Prerequisites: Mender's Eyes (poisons/diseases) class feature.Benefit: You can see the current age and age category of any creature you can see. You can also see if creatures you are viewing is ageless. In addition, you can also see which, if any, of the creatures you are viewing are pregnant and how far into the pregnancy they are.

Mental Mender [General] You can see and cure illnesses of the mind.Prerequisites: Mender's Eyes (time dead/cause) class feature.Benefit: Add confused and feebleminded to the list of conditions you can see with Mender's Eyes and to the list of conditions you can remove with Wiping Burst. You can also see the Intelligence score of those you can see.

Malignant Mender [General] You know how to twist positive energy to harm your victims.Prerequisites: Mender's Eyes (time dead/cause) class feature.Benefit: When unleashing a healing burst, you can spend four extra points (this added cost applies to the limit of points spent on one burst). If you do, the targeted creature is threatened by Malignant Growth; they must make a DC 21 Fort save or contract Malignant Growth.

Hard Light [General] Your sprites can become solid and carry objects.Prerequisites: Mender's Sprite class featureBenefit: Your mender's sprites can become solid, allowing them to pick up and move objects. They are treated as having a Strength score of 1 and effectively have one hand. They can not make skill checks and can not move attended objects unless the attending creature allows them to do so. Special: Being solid is optional for your sprites. When not intentionally solid, they still have no physical presence.

Medical Knowledge [General] You are trained in treating wounds.Prerequisites: Heal 4 ranksBenefit: You can provide first aid to stabilize a character as a swift action. In addition, when you provide long-term care, your patient recovers hit points or ability score points (lost to ability damage) at triple the normal rate instead of double.

Swift Treatment [General] You can treat wounds quickly.Prerequisites: Heal 4 ranksBenefit: You can Heal Wounds using the Heal skill as a standard action. In addition, when you Heal Wounds using the Heal skill, your patient is healed 2d6 hit points instead.

Scalpel Strike [General] You can use your medical training to hurt as well as to heal.Prerequisites: Heal 6 ranks, Medical KnowledgeBenefit: Whenever you attack a target you are flanking, add half of your Heal ranks to the damage roll. Targets immune to sneak attack are also immune to the effects of this feat.

Critical Care [General] You can treat the recently dead.Prerequisites: Heal 8 ranks, Medical KnowledgeBenefit: You can bring someone back from the brink of death. You can attempt a DC 25 Heal check on a patient who has been dead up to 15 minutes; the patients body must be mostly intact (as raise dead). Attempting this check takes 5 minutes and costs 200 gp in medical and alchemical supplies. If the check is successful, the target is brought back to life stable at -9 hit points. Once someone is revived by this feat, they can not be revived by this feat again for one week.

Epic FeatsEdit

Epic Life Force [Epic] Prerequisites: Life Force class feature, Knowledge (the planes) 24 ranks.Benefit: The maximum size of your life force pool increases by 70 points. Special: You may take this feat more than once. Its effects stack.

Epic Mending [Epic] Prerequisites: Life Spring (5/day) class feature.Benefit: The amount of healing from your healing bursts increases to 1d20 per point.

Pluck from the Abyss [Epic] Prerequisites: Life Bond class feature, Knowledge (the planes) 24 ranks.Benefit: Creatures you bring back from the dead using your Return from Death class feature never lose levels when brought back from the dead. In addition, any non-epic effect that would stop Return from Death from bringing someone back from the dead fails (example: soul bind fails).