So a House Rule of the Heal spell a Clr 6th level spell does 500hp of healing, single target. How does this impact (or doesn’t) change Mass Heal.
Level: Clr 9, Healing 9
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.
Only rules posted in this category are official.
Items in Rules Discussion are applicable on a case by case basis.
All casting classes use spell points.
The specifics of the system are located here.
I have run the Daerma campaigns with a spell point system since its inception in 1999.
I have played under this system for years prior to that.
Powermasters do not exist here, aside from a single NPC.
If you know what they are, no you cannot play one.
If you do not know what they are, I will eventually have history posted.
The Manathereal Plane: More details on this will be explained in the Transference of V`Ral history beginning with Part IV.
Generate Ability Scores however you want
but I can assure you now that your character won’t live long if you try to play a character with all 18′s at level 5.
All Races are allowed.
Monster races require a discussion with the DM, but can be worked out
Alignment can be any Non-Evil.
All Classes are allowed if I have the book.
Pretty much anything 3e to 3.5e is going to be allowed.
All creatures native to this new campaign multiverse, automatically have access to a single cantrip that they can cast once a day.
For player characters, it is chosen at character creation and can never be changed.
@dwarf I believe that is correct, its your effective cast level, but i don’t think it gives you access to spells beyond what your natural level for that class is.
So it should increase the damage of a spell d6 per level sort of thing, it should make the DC saves against it more difficult, etc…
Nice little feat.
Level: Sor/Wiz 9
Components: V,S,M or F (see text)
Casting Time: 1 full round
Range: 100 yards + 10 yards/caster level
Effect: 5’ radius sphere + 1’ / caster level
Duration: Permanent or 1 round (see text)
Saving Throw: None
Spell Resistance: See Text
Depending on the version of the spell you wish to cast, Magic Zone has three effects. When cast in any version, Magic Zone creates a sphere of magical energy. The Dead Zone and Wild Zone effects do extend under ground if the target area would include it. The Spellfire Sphere does not penetrate solid objects, but if cast in air or water it is a full sphere.
Dead Zone: To use this version of the spell, the caster must know the exact location of an existing Dead Magic Zone (DMZ). When cast, this version of the spell basically moves a section of the known DMZ to the target area of the spell. Dead Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The material component for this spell is piece of a magical staff that was drained of its power. Wild Zone: This version of the spell is creates a sphere of magical influence just like Dead Zone, except the area is a wild magic area. To cast this version of the spell, the caster must know the location of a Wild Magic Zone, or have a Rod of Wonder. Wild Zone cannot be targeted on a person or object. This version of the spell is permanent. A Limited Wish will dismiss it back to its original location or a Wish will destroy it. The focus for this version is a pendant with the symbol of chaos etched on it and made from fools gold. If the Rod of Wonder is used in lieu of a known Wild Magic Zone, it is consumed in the casting. Spellfire Sphere: Casting the Spellfire Sphere version of Magic Zone creates a ball of spellfire in the area of effect. It last for an entire round and causes 7d10 damage to any creature caught inside of it, no save. The Spellfire Sphere has a 10% chance of draining the most powerful magic item caught in the area of effect and using that power to sustain itself for another round. If it does drain an item and continue for another round, it again has a 10% chance of draining the next most powerful item in the area of effect and continuing for a third round. In theory a Spellfire Sphere could burn as long as there are magic items in its area of effect to power it. Artifacts are immune to this effect and intelligent items get a saving throw equivalent to its owner’s save. If the Sphere fails to drain an item because it is an artifact or intelligent item that saved, it burns out after that round. This version of the spell can be resisted but the nature of the raw energy makes it harder to resist, causing a -5 penalty to anyone trying to resist.