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Chaos Magic SRD v3.5 | ||||
Healing EffectsIt is possible for a chaos mage to heal himself or his companions, but the cost can be considerable for both parties. The infusion of chaos magic as a way to repair damage is very straining and few chaos mages are able to perform the requisite manipulations of power to pull it off consistently. Conversion Healing EffectCasting DC: 15 Save: Fort negates (harmless) Spell Resistance: Yes (mandatory) Duration: Optional Continued Concentration: YesThis type of healing transforms normal damage into subdual damage, allowing creatures to heal from grievous wounds much more rapidly than would otherwise be possible. When cast this spell transforms a number of hit points of real damage per chaos mage level into an equal number of points of subdual damage. This transformation occurs for all targets of the spell, provided the chaos mage maintains his concentration for the entire spell. When the duration of this spell ends, the chaos mage must make a successful Will save against the DC of this spell. If he fails this save, he and all targets of the spell automatically suffer 1 hit point of real damage per chaos mage level. This is in addition to any damage the chaos mage suffers for casting the spell, all of which becomes real damage (rather than the standard subdual damage). Targets are not allowed a saving throw against this damage, as they have already allowed the spell’s energy to infuse them in order to be healed. Transferral Healing EffectCasting DC: 20 Save: Fort negates Spell Resistance: Yes (mandatory) Duration: Optional Continued Concentration: YesThe chaos mage can use this healing effect to transfer any subdual damage from one target to another. Neither target needs to be willing, but if the target to which the damage is transferred makes it saving throw to resist the spell, the damage rebounds onto the original target, replacing the original subdual damage as real damage. Spells using this effect can only transfer 2 hit points of subdual damage per chaos mage level per round per target. When the spell is complete, the target to which the damage was transferred may be able to heal the damage instantly, provided all the damage came from a single target. If this condition is true, the target is allowed a single Fortitude save (DC equal to the total number of points of subdual damage transferred). If the save is successful, the target heals all the damage immediately and suffers no ill effects. If the target fails, however, the damage is not healed and remains as subdual damage. Chaotic Healing EffectCasting DC: 20 Save: Fort negates (harmless) Spell Resistance: Yes (mandatory) Duration: Optional Continued Concentration: YesWhen a spell using this effect is cast, it calls for the powers of chaos to cure the chaos mage. These spells may only target the chaos mage who casts the spell and must have a duration of by minute. At the end of each minute of this spell’s duration, the chaos mage may either transform a number of hit points of real damage equal to one half of his current chaos mage level into subdual damage or heal a number of hit points of subdual damage equal to his current chaos mage level. The chaos mage must maintain his concentration on the spell during this entire time – if he loses his concentration at any time, all damage healed so far by the spell is re-applied and any subdual damage he is currently suffering becomes, instead, real damage. Throughout this spell’s duration, the chaos mage’s body is surrounded by intense lights and a thrumming sound that carries for at least 50 feet and can be detected without effort at that distance. This display is caused by the chaotic power flooding the chaos mage’s body and cannot be avoided in any way. Note that if a 1 is rolled for the casting check for this spell, the chaos mage automatically gains an additional level on his path of chaos – no second roll is needed. |
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