Saturday, October 3, 2015

New Spell: Gift of Life (D&D 5e)

1st-level necromancy
Casting Time: 1 action
Range: Touch
Component: V, S
Duration, Instantaneous

You suffer 1d6 necrotic damage. A creature you touch regains a number of hit points equal to twice the damage rolled + your spellcasting ability modifier.
This spell has no effect on undead or constructs and cannot be used by non-living casters.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage roll increases by 1d6 for each slot level above 1st.

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There's some made up rule that "healing is the Cleric's turf" which then creates the weird catch-22 that people feel required to play a Cleric to ensure there is healing in the party. One of the things I liked about 4e was that they jettisoned this artificial piece of "turf." One of the results was several interesting new ideas about how types of classes could be played getting explored. While I wasn't a huge fan of the mechanics of 4e (too much like pushing buttons, not enough like being creative) that was fun to see.
One of my pet projects has always been the idea of "light" necromancers. While other schools of magic have been explored as both good and evil, Necromancers are almost universally seen as the ghoul school, dark robed figures standing over open crypts to gain power, thieves of life and murderers. There's really no reason why it has to be so. The manipulation of "the cosmic forces of life, death, and undeath" includes within it the idea that you can manipulate these forces. In this case, I've simply weakened and reversed the 3rd level Vampiric Touch to create a spell that allows a wizard to provide healing to the party. To make it even better, the Necromancer specialist Wizard has gets to use their Necrotic resistance to reduce the cost to themselves when healing their companions.

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