Author Topic: Passive Healing effects/auras  (Read 2501 times)

Offline TC X0 Lt 0X

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Passive Healing effects/auras
« on: September 29, 2014, 09:48:29 PM »
I may of asked this already in the past but im not sure.

Are there any passive Healing effects akin to a Vivacious Creature (PlH) Positive Energy Aura or a Dragon Shamans Vigor Aura that can heal creatures in an area passively?

Preferably anything non item related.
Im really bad at what I do.
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Offline Gazzien

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Re: Passive Healing effects/auras
« Reply #1 on: September 30, 2014, 03:03:25 AM »
Spell Traps / Rune Circles of healing spells, perhaps?

Offline TC X0 Lt 0X

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Re: Passive Healing effects/auras
« Reply #2 on: September 30, 2014, 07:22:15 AM »
Spell Traps / Rune Circles of healing spells, perhaps?

both are effectively items, and difficult ones to use in combat do to immobility.
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Offline snakeman830

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Re: Passive Healing effects/auras
« Reply #3 on: September 30, 2014, 12:41:51 PM »
Rejuvnating Light and Ravenous Darkness from Complete Champion give an aura that gives Fast Healing 1 to living creatures/undead respectively and deals 1d6 damage to undead/living reatures respectively..

7th level Cleric spells, though.
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Offline ksbsnowowl

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Re: Passive Healing effects/auras
« Reply #4 on: September 30, 2014, 01:02:32 PM »
Entropic Creature from Planar Handbook gets an ability that heals undead, etc.  Its level adjustment is much more manageable than Vivacious Creature.  Just have the whole party take Tomb Tainted Soul.

Offline Ithamar

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Re: Passive Healing effects/auras
« Reply #5 on: September 30, 2014, 01:20:29 PM »
PHBII has a druid ACF that lets you swap out a spell as a standard action to give your entire group fast healing for a short duration.  Though that isn't really passive.

Offline awaken_D_M_golem

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Re: Passive Healing effects/auras
« Reply #6 on: September 30, 2014, 04:01:33 PM »
 :twitch ... the Divine Mind has 2 auras that fit this bill.

Creation: All constructs within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.

Natural World: All animals, plants, and fey within your aura heal at a rate of 1 hit point every hour. This rate increases to 1 hit point every 10 minutes at 5th level, 1 hit point every minute at 10th level, and 1 hit point every round at 17th level.

600 HP of healing AoE every hour * X = a large pile of healing.
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Offline TC X0 Lt 0X

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Re: Passive Healing effects/auras
« Reply #7 on: October 01, 2014, 09:52:13 PM »
Activates are fine as long as they have a decent duration I suppose.


So I take there is not much on healing aura for nonspecified livig creatures (or at least humanoids) beyond the two I mentioned and spells then?



Damn WotC. I dont expect much out of PF either, considering they think there Glorious Heat feat is broken. I spend a feat and my fire spells also heal an ally hp equal to HALF MY LEVEL? Broken on 1st/0 level spells, those shouldnt be useful!, and thats slightly more healing then cure light wounds at 20th level!
Id almost agree if it didnt have a CL5th and Divine Caster Prerequisites, meaning you will only get access to it at 6th level at best baring a bonus feat at 5th level. Unlimted downtime healing is not really a problem at that point, and the in combat healing is mediocre, especially for the cost of a feat.
/rant
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Offline ketaro

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Re: Passive Healing effects/auras
« Reply #8 on: October 01, 2014, 11:54:28 PM »
There's a feat in Complete Divine that burns Turn attempts to grant everything/one within range Fast Healing for awhile. *shrugs*