Azothath's Homebrew: Celestial Healing


Homebrew and House Rules


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Homebrew Celestial Healing
School conjuration(healing) [good]; Level 1; Domain healing; Subdoman agathion, azata; Level bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 round
Components S, M(three drops of blood from a good outsider with Fast Healing or three dabs of anointing oil(1/96 16oz flask) or holy water(1/96 16oz flask) or an entire flask of anointing oil or holy water)
EFFECT
Range touch
Target creature touched
Area of Effect -
Duration CstrLvl r
Save Will negates(harmless); SR yes(harmless)
DESCRIPTION
You anoint a creature with the preserved blood of a good outsider with Fast Healing, or anointing oil, or holy water, giving it fast healing 1 for up to 10 rounds and if the target is of Good alignment gains CstrLvl (Maximum of 5th CstrLvl) in temporary hit points which fade after 1 hour. If the target does not have an evil aura then it temporarily radiates the aura of a good creature for the duration of the spell (making it targetable by spell effects as though it was Good) and can sense the righteousness of this spell's magic.
If a full flask of anointing oil or holy water is used as a material component then the spell's temporary hit points are conjured healing (as cure light wounds) and the caster's level is considered one higher. This replaces the usual effect of anointing oil or holy water.

Homebrew Celestial Healing, Greater
School conjuration(healing) [good]; Level 1; Domain healing; Subdoman agathion, azata; Level bloodrager 4, cleric 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
DESCRIPTION
As per celestial healing, except the target gains fast healing 4, if the target is of Good alignment gains CstrLvl in temporary hit points which fade after 1 hour, and a non-evil aura target radiates the aura of a good cleric.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

This should be a Bard spell with a verbal component, whenever it's cast the Bard must sing:

"When I get that feelin', I want Celestial Healin'..."


are you suggesting a similar spread as Sum Mon?

Summon Monster I
School conjuration (summoning) [see text]; Level antipaladin 1, bard 1, cleric/oracle 1, medium 1, psychic 1, sorcerer/wizard 1, spiritualist 1, summoner/unchained summoner 1, witch 1

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

No I am making a silly joke.


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You made the spell far to good, you should just copy paste infernal healing and swap evil with good and good with evil on everything.


doomman47 wrote:
You made the spell far to good, you should just copy paste infernal healing and swap evil with good and good with evil on everything.

I think you should read the spell I wrote more closely. It has its strong and weak points and is appropriate for a first level spell. My other point is that good and evil work in different ways with different themes. Good is more cooperative and can redeem Evil if there is contrition and/or forgiveness.

On a power level it has to compete with the immediate effects of Cure Light Wounds and the ability of divine casters to spontaneously convert spells into cures then balance that against rounds of Fast Healing. At 10th level it is better than Cure Light Wounds should the target live for 10 rounds, otherwise it is not. Infernal Healing is better than Cure Light Wounds if the target lives 10 rounds at 1st level.


In what way is it weaker than infernal healing? I can see how it's stronger but not the reverse.


for caster level 1 (CL1) it grants 1 temp HP (if Good for up to 1 hr) and 1 r of Fast Healing 1. CL5 -> 5 temp HP and 5r of Fast Healing 1. CL10-> 5 temp HP and 10r of Fast Healing 1.


Azothath wrote:
for caster level 1 (CL1) it grants 1 temp HP (if Good for up to 1 hr) and 1 r of Fast Healing 1. CL5 -> 5 temp HP and 5r of Fast Healing 1. CL10-> 5 temp HP and 10r of Fast Healing 1.

It really doesn't read that way.


hmmm, what is the duration of the spell?


@Azothath, What about this?

“You anoint a creature with the preserved blood of a good outsider with Fast Healing, or anointing oil, or holy water, granting it fast healing 1 for up to 1 round per caster level (max: 10 rounds). If the target is not evil alignment, the target radiates an Aura of Good and gains 1 temporary hit point per caster level (max: 10 temp HP) for 1 hour. While this Aura of Good effect persists, the target can be treated as Good for the purposes of spells, alignment detection, damage reduction, and other effects. If a full flask of anointing oil or holy water is used as the material component for this spell, the temporary health gained may be treated as conjured healing (as the Cure Light Wounds spell) if the caster wishes.”

Dark Archive

But we already have the spell celestial healing

link


Name Violation wrote:

But we already have the spell celestial healing

<link deleted>

and now we have Homebrew Celestial Healing...


hmmm... so it sounds like the original post is a good replacement for the existing RAW spell in home games.
I would add medium 1, psychic 1 to the spell list.


well, just showing some good creativity and hopefully people can see the balance and crafting. We all want to communicate more effectively so it was good to hear about that.

homebrew spell Lesser Shadow Walk
homebrew special material Hagcloth


in review I still like the spell. It's a good rework IMO.

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