Cure Wounds (3.5e Spell)

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Author: Eiji-kun (talk)
Date Created: 2-2-15
Status: Complete
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Cure Wounds
Necromancy (Healing)
Level: Bard 1, Cleric 1, Druid 2, Paladin 1
Components: V, S
Casting time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes

Your hand glows white with a comforting warm light, and with a touch your wounds are gone.

You recover 10% of a creature's maximum hp total with a touch of positive energy (or 1d8 + 1 per caster level, if higher). Against creatures powered by negative energy, this deals 10% of the creature's maximum hp (or 1d8 + 1 per caster level, if higher) in damage instead to a maximum of 20 hp.

You can cast this spell in a higher level spell slot, increasing the spell DC as if using Heighten Spell, and healing an additional 10% per spell level (to a maximum of 90% at 9th level). This also increases the healing to 1d8 per spell level + 1 per caster level if that amount would be more than the percentage-based healing to the target. The maximum hp healed is increased by +20 hp.

Lastly, you can increase the spell level (as per above) by four in order to change the range to Close, and target up to one creature per CL. This does not increase the healing of the spell. You may use this in conjunction with the healing above (for example, you could heal a number of creatures equal to your CL within Close range by 30% of their maximum HP by casting this as a 7th level spell (1 for the base + 4 for the increased range + 2 for the +20% healing)).

This spell is designed to replace the cure series of spells.



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Eiji-kun's Homebrew (4967 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
ComponentV + and S +
Identifier3.5e Spell +
LevelBard 1 +, Cleric 1 +, Druid 2 + and Paladin 1 +
RangeTouch +
Rated BySpanambula + and Dragonexx +
RatingRating Pending +
SchoolNecromancy +
SubschoolHealing +
SummaryRepair hp damage with a touch. Designed to replace the cure series of spells. +
TitleCure Wounds +