Author Topic: Circle - Surging Spirit  (Read 2762 times)

Offline Bauglir

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Circle - Surging Spirit
« on: November 05, 2012, 12:46:49 AM »
Formula List
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Surging Spirit
The power of life flows throughout the cosmos, defining the nature of virtually all creatures. This energy can be called forth as radiant power, just as can more mundane elements and powers. A student of the Surging Spirit might not have the raw destructive ability of another spellshaper, but their strength lies in warding off that very power.

Spellshape Attack
The spellshape attack associated with the Surging Spirit circle is vital ray.  A vital ray is a beam of brilliant, sparkling light with a range of 60 feet.  It is a ranged touch attack that affects a single target, healing 1d6 points of damage.  For every four shaper levels beyond 1st, you heal an additional 1d6 points of damage to the subject, to a maximum of 5d6 at 17th level. This is positive energy, so a creature harmed by it (such as an undead) instead takes damage, and other nonliving creatures (such as constructs) are unaffected.

Numen
While under the effect of the Surging Spirit numen, you and your allies gain the ability to roll twice and choose the better result when making a saving throw against death effects and energy drain.  In addition, an affected creature heals 3 hit points whenever it succeeds on a saving throw.  This healing increases by 3 for every five shaper levels you have, to a maximum of 15 points at 20th level.

Incantations
The incantations of the Surging Spirit circle allow a spellshaper to contain unnatural creatures, relieve the most dire afflictions, and bring back the dead.

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Sidebars
This circle needs some special rules to govern interactions with other parts of the game, and can also benefit from a few houserules. These are detailed here.

Anchorites of Surging Spirit
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Reshaping the Spirit
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Friendly AC
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Channeling the Spirit
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Formulae
The formulae of the Surging Spirit circle focus on healing allies, vanquishing the undead, and protecting others. 

Affliction Annulment
Surging Spirit (Minor)
Level: Spellshaper 3
Prerequisite: One Surging Spirit Formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn

With a gesture, you imbue cleansing power into the energies you are already gathering.

You alter your magic slightly, allowing it to remove more subtle maladies than obvious damage. Until the end of your turn, your vital ray attacks also end any poison or disease affecting a target you strike, and remove the fatigued and sickened conditions. They also reduce the exhausted and nauseated conditions to fatigued and sickened, respectively. If your vital ray ends a poison or disease in this way, the target is healed of 1d4 points of ability damage to each ability score damaged by each poison or disease so ended. A magical disease requires you to make a shaper level check against the saving throw DC of that disease in order to remove it.


Circle of Life
Surging Spirit (Major)
Level: Spellshaper 4
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. radius cylinder, 40 ft tall
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You create a circle in which the energy of life flows freely, closing the wounds of your allies with gentle light.

This formula creates a brightly glowing circle of energy. Any living ally that ends a turn in the area heals 3d6 points of damage, plus 1d6 per 2 shaper levels you possess.

Lingering Vitality
Surging Spirit (Major)
Level: Spellshaper 3
Prerequisite: One Surging Spirit formula
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 2 rounds
Saving Throw: Will negates (harmless); see text
Spell Resistance: As spellshape attack

You attune your ray of healing light to the spirit of its target, causing it to resonate beyond its initial shaping.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 3d6 points of damage.  If it hits, your target is healed each round thereafter, at the beginning of your turn, as if by your normal vital ray. On your first turn after you use this formula, that healing is increased by 2d6. Each round thereafter, the extra healing decreases by 1d6. A successful saving throw prevents the target from being healed during subsequent rounds, but not the extra healing from the initial attack.


Persistent Health
Surging Spirit (Major)
Level: Spellshaper 6
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless); see text
Spell Resistance: As spellshape

Your vital ray is so perfectly keyed to the target's own spirit that its healing light takes much longer to fade away.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 6d6 points of damage.  If it hits, your target is healed each round thereafter, at the beginning of your turn, as if by your normal vital ray. On your first turn after you use this formula, that healing is increased by 5d6. Each round thereafter, the extra healing decreases by 1d6. A successful saving throw prevents the target from being healed during subsequent rounds, but not the extra healing from the initial attack.


Prism Splinter
Surging Spirit (Major)
Level: Spellshaper 1
Shaping Time: 1 full-round action
Range: Vital ray attack
Target: 4 creatures, plus 1 per 5 shaper levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: As spellshape

As it leaves your outstretched hand, the ray of light you produce splits into many beams, each radiating its own color.

As a part of shaping this formula, you make a vital ray attack against each target.


Purge Suffering
Surging Spirit (Minor)
Level: Spellshaper 6
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn, see text

You draw restorative energies together, allowing you to wipe away even the most stubborn ills.

You shape your vital ray so as to cleanse your target a level more fundamental than cuts and scrapes. Until the end of your turn, your vital ray attacks also cure a creature they strike of the following conditions: confused, dazed, dazzled, exhausted, fatigued, feebleminded, nauseated, sickened, and stunned. It also reduces the target's level of fear (if any) by 1 level, and cures the target of non-permanent blindness and deafness. Finally, it ends any poison or disease affecting the target, and restores 1d8 points of ability damage to any ability score damaged by a poison or disease so ended.


Restore Health
Surging Spirit (Minor)
Level: Spellshaper 4
Prerequisite: One Surging Spirit formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You call on a deeper energy, invigorating your healing light to new heights.

You focus entirely on ensuring that your vital ray is well-shaped. Until the end of your turn, your vital ray attacks heal an extra +2d6 points of damage +1 point per shaper level.


Restore Life
Surging Spirit (Minor)
Level: Spellshaper 7
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Uttering a brief prayer for deliverance, you shape your rays of light into ever brighter forms.

You call upon the highest levels of healing magic available to you. Until the end of your turn, your vital ray attacks heal an extra +3d6 points of damage +1 point per shaper level.


Restore Stamina
Surging Spirit (Minor)
Level: Spellshaper 1
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You focus briefly, bringing new clarity to your spellshaping form.

You exert effort toward enhancing your healing magics. Until the end of your turn, your vital ray attacks heal an extra +1d6 points of damage +1 point per shaper level.


Seal Wounds
Surging Spirit (Minor)
Level: Spellshaper 2
Prerequisite: One Surging Spirit formula
Shaping Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

You channel healing light into a nearby ally, rescuing him from the brink of death.

This formula heals a living creature with positive energy. The target heals 1d4+1 points of damage per 2 shaper levels you possess. If you shape this formula just after a creature takes damage, you heal the target so fast that the damage you healed might as well not even have happened. For instance, if the target had lost enough hit points to die, you might heal enough to prevent him from dying in the first place. Used against a creature harmed by positive energy, this formula naturally deals damage.


Sealing Circle
Surging Spirit (Major)
Level: Spellshaper 4
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Reflex negates
Spell Resistance: As spellshape

Runes encircle the ray of light stretching forth from your hand, and as it strikes your target, embed themselves on the ground around it.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 5d6 points of damage. If it hits, your target is enclosed within a magic barrier. If the target is undead, this barrier is focused inward, locking it in place. In this case, the target is immobilized. While it can use teleportation and similar effects to move, the circle moves with it, immobilizing it in its new location. If the target is not undead, then the runes ward her against certain malevolent magics. In this case, the target may roll twice and choose the better result whenever making a saving throw against an Enchantment or Necromancy spell (or similar effect, in the case of systems which have transparency with magic, such as a psionic power of the Telepathy discipline). Furthermore, undead attackers have difficulty crossing such a circle, even for the instant required to make an attack, and take a -2 penalty on attack rolls, and a -8 penalty on grapple checks made to establish or maintain a grapple, against a target so warded. A successful Reflex save allows the target to leap out of the circle in the moment of its forming, preventing most effects of this formula, but not the extra healing.


Shining Barrier
Surging Spirit (Major)
Level: Spellshaper 2
Prerequisite: One Surging Spirit formula
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds, or until discharged (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You wrap a bright white light around your target that shines for an instant before fading, but the layers of protection you have entwined around his spirit linger.

This formula protects your target from a few sources of damage. The target gains a +1 deflection bonus to AC. Whenever the target would take damage, it instead takes ½ that damage. Once damage has been reduced in this way a number of times equal to 1, plus 1 per 5 shaper levels you possess, the entire effect ends.


Spark of Life
Surging Spirit (Major)
Level: Spellshaper 8
Prerequisite: Four Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape

You link your target to the essence of life's power, shielding him from assaults that would draw that power away.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 12d6 points of damage.  If it hits, your target gains fast healing equal to your shaper level for the duration, and gains immunity to ability drain, energy drain, death spells, death effects, and magical diseases. Your target also gains spell resistance equal to 10+your shaper level, but only against necromancy effects and effects that deal negative energy damage (such as the withering hand spellshape attack). A target harmed by positive energy takes damage instead of being healed by the fast healing, and gets none of the other benefits of this formula. A successful saving throw negates most of the effects of this formula, but not the extra healing.


Spark of Vitality
Surging Spirit (Major)
Level: Spellshaper 5
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: 1 creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape

As the healing light washes over your target, she begins to glow softly with an inner light that repels the power of death.

You protect your target from negative energy. As part of this formula, you make a single vital ray attack that heals an extra 7d6 points of damage. If it hits, the target gains immunity to death spells, death effects, and energy drain. She gains spell resistance against Necromancy spells equal to 10 + your shaper level.


Spirit Flame
Surging Spirit (Minor)
Level: Spellshaper 2
Prerequisite: One Surging Spirit formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You project the power of your own soul into the light streaming from your fingers.

You enhance your magic so as to strengthen the spirits of your allies and scorch the undead. Until the end of your turn, any vital ray attacks you make gain this benefit. If your vital ray strikes an undead target, it takes an extra 1d6 points of fire damage and must make a Will save or be frightened for 1 round; while its immunity to mind-affecting effects as an undead, or as a mindless creature (if it is one) does not protect it from this fear, other sources of the same immunity might. If you instead strike a living creature, he burns with an ethereal flame for 1 round. His attacks are considered to be made with ghost touch weapons when targeting an undead creature, and he may roll twice and choose the better result whenever making a saving throw against a fear effect.


Surge of Life
Surging Spirit (Minor)
Level: Spellshaper 1
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You invigorate your ally with the power of pure, healing energy.

This formula grants the target extra health. The target gains temporary hit points equal to twice your shaper level (to a maximum of 20 temporary hit points).


Surge of Power
Surging Spirit (Major)
Level: Spellshaper 5
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

You breathe new strength into your ally, granting her health and power.

You channel the raw power of life into your target, granting them extra hit points and the ability to burn this excess energy rapidly for additional power. The target gains temporary hit points equal to four times your shaper level. The target can spend 20 of these temporary hit points as a free action, once during her turn, to gain a +2 sacred bonus on a single attack roll, saving throw, skill check, or ability check.


Sympathetic Barrier
Surging Spirit (Major)
Level: Spellshaper 7
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes

You gather the magic of life around your friend, entangling their lifeforce with that of any who come too close.

This formula links the target's spirit to those of nearby creatures. Besides the saving throw to avoid being affected by the formula in the first place, any creature that strikes the target with a melee attack must make a Will save or take damage equal to the damage taken by the target. A given creature needs make this save only once per round. If it succeeds, it doesn't take damage in this way until the start of its next turn, at which point it must make a new saving throw. If it fails, it takes damage every time it deals damage to the target with a melee attack, until the start of its next turn, at which point it is allowed a new saving throw. If a creature adjacent to the target is healed, the target is healed for the same amount of damage.


Unbreakable Resilience
Surging Spirit (Major)
Level: Spellshaper 5
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape

You imbue your target with a lingering aura of power that blunts the attacks of foes and closes mortal wounds instantly.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 5d6 points of damage.  If it hits, your target instead takes nonlethal damage from any effect that would deal lethal damage, unless the target is immune to nonlethal damage. If the target is rendered unconscious, the effect ends. A successful saving throw prevents most effects of this formula, but not the extra healing.


Undying Spirit
Surging Spirit (Major)
Level: Spellshaper 9
Prerequisite: Five Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape

You forge a deep connection between your target and the ultimate source of life in the universe, rendering your ally all but immortal – for a time.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 15d6 points of damage.  If it hits, your target becomes virtually indestructible. Your target is not rendered unconscious if reduced below 0 hit points. Your target cannot die during the duration of this formula. The target still takes damage, but does not die no matter how far below 0 his hit points may fall. The target does not die from any effect that causes death, but other consequences of that effect occur normally. When this formula's duration ends, the target immediately dies if his hit points at the time would ordinarily result in death. Furthermore, if he fails a saving throw against an effect that causes death on a failed saving throw, he must make a second saving throw or die when this formula expires. If he was subjected to an effect that simply kills, with no saving throw allowed, he dies when this formula ends. While an effect that would destroy enough of the target's body to prevent a raise dead spell from working does not do so during the duration of this formula, it immediately does so when this formula ends. A successful saving throw prevents most effects of this formula, but not the extra healing.


Vigorous Power
Surging Spirit (Major)
Level: Spellshaper 3
Prerequisite: One Surging Spirit formula
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape

Your healing magic invigorates your target's muscles and body beyond their normal capacity.

As a part of shaping this formula, you make a single vital ray attack that heals an extra 4d6 points of damage.  If it hits, your target gains a +4 sacred bonus to your choice of Strength or Dexterity. A successful saving throw prevents most effects of this formula, but not the extra healing.
« Last Edit: December 03, 2013, 03:27:53 AM by Bauglir »

Offline Bauglir

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Re: Circle - Surging Spirit
« Reply #1 on: November 05, 2012, 12:50:33 AM »
So, I wrote this because I'm planning on running a oneshot that may spin off into a campaign, in which Spellshaping will be the primary form of magic. Since alchemical potions are going to cap out right around the time the party starts getting access to magic proper, I figured I'd best allow them to heal.

Comments:
Yes, it is intentional that an anchorite can negate their own damage pool. It's also intentional that their delayed damage pool doesn't empty every round. Yes, a Spellshot Marksman looks exactly like this. No, I'm not sure about what I settled on for Reshaping the Spirit, and am wide open to suggestions. Yes, I used Searing Flame as a template - if you find any lingering bits I forgot to replace, prerequisites I forgot to insert or modify, etc, let me know and I'll get right on that.