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So the three Good aligned Champion Reaction abilities give dr to an ally if they are damaged (or potentially grabbed/grappled) and as long as the ally and the enemy are both within 15 feet of the Champion. However, these abilities only have the "Champion" trait and not a lot of guidance is given for what is actually happening.

If the ability is essentially magic, why not give it the magical/divine trait. If that's the case, does this ability fail in anti-magic zones or places where the gods have no power? If it's divine protection, why can't the champion use it on themselves?

If this ability is some kind of physical intervention, why can the Champion do it from so far away? Also, since Grabbed, Grappled, Immobilized and Restrained only impact actions with Manipulate, Move and Attack traits, does that mean a Champion can do this reaction even if they're neck deep in cement? Even if they're blind?

If the champion is shouting "Duck!" then would being under the effects of Silence deny you this action?

What do you imagine is actually occurring when a champion enacts Liberating Step? Help!


So this spell is an interesting twist to the age old issue of wizards and sorcerers (mainly wizards) learning spells that let them heal. I think I'm taking this in a way that helps to preserve balance and is appropriate to theme.

I know that normally a healing spell is of the Conjuration school, essentially that you're summoning positive energy from somewhere else that heals the living without effort.

This spell is instead a Transmutation spell. Instead of simply conjuring up the positive energy, it requires the caster have some sense of the person's body to reconnect damaged tissues, limbs or repair organs that have been wounded. It balances with the more pure healing spells because it requires the Heal skill to use successfully and because there is a risk to cause harm instead.

Let me know what you think!

Lesser Stitch
School Transmutation; Level Sorcerer/Wizard 1
Casting Time 1 Minute
Component V,S
Range Touch
Target Creature touched
Duration Instantaneous
Saving Through Will half
Spell Resistance yes
You use the magic of transmutation to attempt to close wounds and heal damage to the target. Doing so requires a Heal skill check of DC 15. A successful roll results in the restoration of 1D8 +1 per 3 points over the DC, in hp. Failure by fewer than 5 points has no effect, and failure by 5 points or more results in 1 point of damage per 5 points below the DC. This damage can cause the target to begin bleeding if below 0 hit points.

The DC for the skill check is increased by +2 for a creature of a humanoid or animal type the caster is unfamiliar with, and by +5 for any creature of another type the caster is unfamiliar with.

This spell has no effect on the undead or constructs.