Cure Wounds - Zhen Variant (3.5e Spell)

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Author: Zhenra-Khal (talk)
Date Created: 9/9/2017
Status: Complete (For now)
Editing: Clarity edits only please
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Cure Wounds

This line of spells is an attempt at fixing in-combat healing - Both the drastic difference in the amount of damage dealt per spell versus the amount healed per spell, and the fact that where a single spell might heal a small-HD character like a Wizard to full HP, the same spell might require two or three applications to return a tougher creature to perfect health.

Each of these spells references healing wounds in a measure of "HD". Each "HD" in this case is an amount equal to the maximum number possible to roll on the size of HD you possess the most of. If you possess 3d4, 2d6 and 2d10 for HP, each HD is only going to heal you for 4 hp, since you have more d4s than any other dice. In a case where you have the same number of each size of dice - Such as 3d4 plus 3d10 - The larger dice is prioritized, so in that case, each HD of healing will heal you for 10 HP.

Also, these spells are Transmutation, as I see melding flesh back together as being little different than transmuting two pieces of metal that having been broken from each other back into a single whole - The only difference is medical knowledge required. Healing is normally Conjuration as it's the forte of the Divine and the casters rely on their deity to heal the wounds with their medical knowledge, thus the healers are actually just acting as a conduit for the power to pass through. In the case of a Divine caster using these spells, feel free to return them to the Conjuration category and have them function without any checks required. For Arcane casters, however, they should remain Transmutation, and require the caster pass a Heal check, to make sure that they weave the flesh back together properly.

These spells are also not considered to be Positive Energy, and thus cannot be used to harm undead.


Cure Trivial Wounds


Transmutation (Healing)
Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points. The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Cure Minor Wounds


Transmutation (Healing)
Level: Bard 1, Cleric 1, Druid 1, Ranger 1, Paladin 1, Sorcerer/Wizard 1
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points per caster level (max 5 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Cure Light Wounds


Transmutation (Healing)
Level: Bard 2, Cleric 2, Druid 2, Ranger 2, Paladin 2, Sorcerer/Wizard 2
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points per caster level (max 10 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Cure Moderate Wounds


Transmutation (Healing)
Level: Bard 3, Cleric 3, Druid 3, Ranger 3, Paladin 3, Sorcerer/Wizard 3
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points per caster level (max 15 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Cure Serious Wounds


Transmutation (Healing)
Level: Bard 4, Cleric 4, Druid 4, Ranger 4, Paladin 4, Sorcerer/Wizard 4
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points per caster level (max 20 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Cure Severe Wounds


Transmutation (Healing)
Level: Bard 5, Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points per caster level (max 25 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD. The spell also heals you for an additional amount per HD equal to your Constitution modifier.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Cure Critical Wounds


Transmutation (Healing)
Level: Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6
Components: V, S
Casting time: 1 Full-Round Action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes

By touch, this spell heals the target for 1 HD worth of hit points per caster level (max 30 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD. The spell also heals you for an additional amount per HD equal to twice your Constitution modifier.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Versions

Mass Cure Trivial Wounds


Transmutation (Healing)
Level: Bard 3, Cleric 3, Druid 3, Ranger 3, Paladin 3, Sorcerer/Wizard 3
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points each. The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Cure Minor Wounds


Transmutation (Healing)
Level: Bard 4, Cleric 4, Druid 4, Ranger 4, Paladin 4, Sorcerer/Wizard 4
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points per caster level each (Max 5 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Cure Light Wounds


Transmutation (Healing)
Level: Bard 5, Cleric 5, Druid 5, Sorcerer/Wizard 5
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points per caster level each (Max 10 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Cure Moderate Wounds


Transmutation (Healing)
Level: Bard 6, Cleric 6, Druid 6, Sorcerer/Wizard 6
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points per caster level each (Max 15 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Cure Serious Wounds


Transmutation (Healing)
Level: Cleric 7, Druid 7, Sorcerer/Wizard 7
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points per caster level each (Max 20 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Cure Severe Wounds


Transmutation (Healing)
Level: Cleric 8, Druid 8, Sorcerer/Wizard 8
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points per caster level each (Max 25 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD. The spell also heals you for an additional amount per HD equal to your Constitution modifier.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Mass Cure Critical Wounds


Transmutation (Healing)
Level: Cleric 9, Druid 9, Sorcerer/Wizard 9
Components: V, S
Casting time: 1 Full-Round 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: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

By touch, this spell heals the targets for 1 HD worth of hit points per caster level each (Max 15 HD). The spell prioritizes most numerous HD first, then largest HD - It heals you based on the HD size you have the most of, or if you have equal amounts of HD, it heals you based on the largest of those HD. The spell also heals you for an additional amount per HD equal to twice your Constitution modifier.

Unlike normal Cure spells, this spell is not positive energy and cannot be used to harm undead.

This spell heals up to one creature per caster level. All of the targets must be within line of sight and no two ca be more than 30ft apart.

Alternatively, you can hold the spell as a touch spell instead of casting directly. In doing so, you have one touch per caster level and the spell doesn't end until you run out, dismiss the spell, or the spell is dispelled.

If the caster is an Arcane caster, they must succeed at a Heal check in order to cast the spell properly. If they fail by 5 or less, the spell still works, but the healing is reduced by 1 hit point per HD for every point by which the roll was failed - Thus if the spell would've cured 6 HP per HD and the rolls was failed by 4, the spell would still work but it would only heal 2 HP per HD. The DC for the check is 10 + The target's total Hit Dice + The target's Constitution modifier.

If the caster is Divine, this spell is Conjuration instead of Transmutation.


Author's Note

Though this article is at the moment complete and usable, I will likely be making adjustments or additions in the relatively-near future. I'm right in the path of Hurricane Irma from everything I've seen, and the storm is due here tomorrow, so between my sleep schedule and trying to prepare for the storm, I may not be able to make those changes for a few days. My family and I may be forced to leave our home to go somewhere safer, and there may not be much left to come home to when it's all said and done, so have patience with this.


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Article BalanceVery High +
AuthorZhenra-Khal +
ComponentV + and S +
Identifier3.5e Spell +
LevelBard 0 +, Cleric 0 +, Druid 0 +, Sorcerer/Wizard 0 +, Bard 1 +, Cleric 1 +, Druid 1 +, Ranger 1 +, Paladin 1 +, Sorcerer/Wizard 1 +, Bard 2 +, Cleric 2 +, Druid 2 +, Ranger 2 +, Paladin 2 +, Sorcerer/Wizard 2 +, Bard 3 +, Cleric 3 +, Druid 3 +, Ranger 3 +, Paladin 3 +, Sorcerer/Wizard 3 +, Bard 4 +, Cleric 4 +, Druid 4 +, Ranger 4 +, Paladin 4 +, Sorcerer/Wizard 4 +, Bard 5 +, Cleric 5 +, Druid 5 +, Sorcerer/Wizard 5 +, Bard 6 +, Cleric 6 +, Druid 6 +, Sorcerer/Wizard 6 +, Cleric 7 +, Druid 7 +, Sorcerer/Wizard 7 +, Cleric 8 +, Druid 8 +, Sorcerer/Wizard 8 +, Cleric 9 +, Druid 9 + and Sorcerer/Wizard 9 +
RangeTouch + and Other +
RatingUndiscussed +
SchoolTransmutation +
SubschoolHealing +
TitleCure Wounds - Zhen Variant +