Plane of Life (3.5e Sourcebook)/Spells and Feats
Spells
Positive Blast (3.5e Spell) Speed Healing (3.5e Spell)
Abjuration [Positive] | |
Level: | Sorcerer/Wizard 4, Positive 4 |
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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.
Divination [Positive] | |
Level: | Cleric 1, Life 1 |
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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.
Conjuration (Healing) [Positive] | |
Level: | Cleric 9, Positive 9 |
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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.
Conjuration | |
Level: | Sorcerer/Wizard 5 |
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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. Energy Command (3.5e Spell)
Conjuration (Healing, Summoning) [Positive] | |
Level: | Sorcerer/Wizard 4 |
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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.
Transmutation [Positive] | |
Level: | Positive 4 |
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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).
Necromancy [Positive] | |
Level: | Clr 3, Sor/Wiz 4 |
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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 (3.5e Spell)
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.
Feats
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.
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).
Positive Planar Command (3.5e Feat)
Pure Total Imbue (3.5e Feat)
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.
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.
Component | V +, S +, DF + and M + |
Descriptor | Positive + |
Level | Sorcerer/Wizard 4 +, Positive 4 +, Cleric 1 +, Life 1 +, Cleric 9 +, Positive 9 +, Sorcerer/Wizard 5 +, Clr 3 + and Sor/Wiz 4 + |
Prerequisite | Maximum hit points of at least 40 +, Maximum hit points of at least 60 +, Positive subtype +, Weapon Specialization +, sneak attack 2d6 +, ability to cast a Conjuration (Healing) spell. +, Life Force class feature +, maximum life force pool of at least 50 points +, Bank Life class feature +, maximum life force pool of at least 100 points +, Pure Life class feature +, maximum life force pool of at least 40 points +, maximum life force pool of at least 75 points +, Knowledge (the planes) 24 ranks. + and Life Spring (5/day) class feature. + |
Range | Touch +, Other + and Close + |
School | Abjuration +, Divination +, Conjuration +, Transmutation + and Necromancy + |
Subschool | Healing + and Summoning + |
Summary | Protect your target from the plane of positive energy +, See hit dice/hit points of people viewed +, Many creatures get fast healing 20 and haste +, Create auracrystal +, Heal summoned creatures and extend their duration +, One creature/level moves faster, undead are slowed instead +, Create positive energy undead +, Gives the positive subtype +, Cure Serious Wounds and Remove Disease, 1/day +, Heal with every melee attack. +, Positive energy bypasses undead sneak attack immunity. +, Your healing spells also give fast healing +, You can make your banked life last. +, Emit positive energy, healing and causing bursts. +, No longer need food, drink, sleep or air +, Fast healing based on remaining life force +, Gain life force from healing potions +, Use positive energy to make some magic items +, +70 lifeforce + and Heal 1d20 at a time. + |
Type | General +, Fighter + and Epic + |