Chains of Good (3.5e Spell)

From D&D Wiki

(Redirected from Chains of Good (DnD Spell))
Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: What rules is this using? A spell jumping levels?

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Chains of Good
Conjuration (Healing) [Good, Chain Spell]
Level: Clr 7
Components: V, S
Casting time: 1 standard action
Range: Touch
Area: 30 ft. radius emanating from the caster
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

In a 30 ft. radius around the caster, all creatures are healed 8 points of damage per level the spell was cast at. All chained spells that heal damage act in the 30 ft. radius as well.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

So if this spell was cast as a level 9 spell, it would heal 72 hitpoints.

Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpellsCleric

Personal tools
Home of user-generated,
homebrew, pages!
admin area
Terms and Conditions for Non-Human Visitors