Remove Disease (Alchemist Extract): Difference between revisions

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| School|[[Conjuration]]
| School|[[Conjuration]]
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:::'''''Subdomain:''''' [[Restoration Subdomain|restoration]] 2
 


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| Range|Touch
| Range|Self
   <!-- Values: Self, Touch, Close, Medium, Long, or anything else -->
   <!-- Values: Self, Touch, Close, Medium, Long, or anything else -->
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| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
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| Target|{{Targets|1}}, creature touched
| Target|you
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   <!-- Values: None,  
       FortHalf, FortNegates, HFortHalf (for "Harmless (Fort for half damage)"), HFortNegates,  
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| Save-DC|Weak
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| Description = You can cleanse illness or plague in the creature touched. ''Remove Disease'' can be used in one of two ways:
| Description = You are not especially skilled at combating disease, it's not really your area of expertise. What you can do, however, is change your own biology so that your essential fibers become sawtoothed and your humors turn into acid and slowly combust beneath your skin. Iron, acid, and fire are bad for diseases...right?
 
: This extract converts your bodily systems and fluids into something so nasty that your average horrifying illness dies quickly. Healing!  Through Science!  ''Remove Disease'' can be used in one of two ways:


:* '''Aid a Diseased Creature:''' You can use ''Remove Disease'' on an allied or willing creature to attempt to remove any [[Afflictions|disease]] currently afflicting it.
:* '''Destroy your Disease:''' You can use ''Remove Disease'' on your physical body after you've caught something to attempt to remove any [[Afflictions|disease]] currently afflicting it.
::* If used on a creature with the [[Infected]] condition (typically caused by a weak disease), ''Remove Disease'' immediately ends the condition.   
::* If used against the [[Infected]] condition (typically caused by a weak disease), ''Remove Disease'' immediately ends the condition.   
::* If used on a creature with the [[Diseased]] condition (typically caused by a moderate disease), ''Remove Disease'' grants the target one immediate bonus [[saving throw]] against the disease with a +4 Divine or Arcane bonus (depending on the caster) to the roll.  This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to ''tick'' if failed.  If the saving throw is successful, the disease is cured.
::* If used against the [[Diseased]] condition (typically caused by a moderate disease), ''Remove Disease'' grants the imbiber one immediate bonus [[saving throw]] against the disease with a +4 [[Arcane Bonus]] to the roll.  This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to ''tick'' if failed.  If the saving throw is successful, the disease is cured.
::* If used on a creature with the [[Plagued]] condition (typically caused by a highly virulent disease), ''Remove Disease'' grants the target one immediate bonus [[saving throw]] against the disease. This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to ''tick'' if failed.  If the saving throw is successful, the disease is neutralized.
::* If used against the [[Plagued]] condition (typically caused by a highly virulent disease), ''Remove Disease'' grants the target one immediate bonus [[saving throw]] against the disease with a +2 [[Arcane Bonus]] to the roll. This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to ''tick'' if failed.  If the saving throw is successful, the disease is neutralized.


:: All effects already inflicted by the disease linger even after the disease is cured or runs its course.  Existing effects must be cured as described in the "ended by" sections of the appropriate intensity for the disease ([[Infected]], [[Diseased]], [[Plagued]]).   
:: All effects already inflicted by the disease linger even after the disease is cured or runs its course.  Existing effects must be cured as described in the "ended by" sections of the appropriate intensity for the disease ([[Infected]], [[Diseased]], [[Plagued]]).   


:* '''Immunize an Ally:''' You can cast ''Remove Disease'' on an willing creature you [[touch]].  If that creature is not already suffering from one of [[Infected]], [[Diseased]], or [[Plagued]], they instead become [[immune]] to the next single application of disease made against them, as long as it occurs within the next 1 minute per [[caster level]].  Note that this [[immune|immunity]] is not against a type of disease, but only a single incident of becoming afflicted with a disease (gaining any of the [[Infected]], [[Diseased]], or [[Plagued]] status conditions).
:* '''Immunization:''' You can imbibe a ''Remove Disease'' elixir while you are still healthy... or at least not diseased.  If the imbiber is not already suffering from one of [[Infected]], [[Diseased]], or [[Plagued]], they instead become [[immune]] to the next single application of disease made against them, as long as it occurs before the end of their next full night's rest.  Note that this [[immune|immunity]] is not against a type of disease, but only a single incident of becoming afflicted with a disease (gaining any of the [[Infected]], [[Diseased]], or [[Plagued]] status conditions).


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}

Latest revision as of 23:02, 6 October 2019

Level: Alchemist 3
School: Conjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S

Effect

Range: Self
Target or Area: you
Duration: Instantaneous
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: Yes

Description

You are not especially skilled at combating disease, it's not really your area of expertise. What you can do, however, is change your own biology so that your essential fibers become sawtoothed and your humors turn into acid and slowly combust beneath your skin. Iron, acid, and fire are bad for diseases...right?
This extract converts your bodily systems and fluids into something so nasty that your average horrifying illness dies quickly. Healing! Through Science! Remove Disease can be used in one of two ways:
  • Destroy your Disease: You can use Remove Disease on your physical body after you've caught something to attempt to remove any disease currently afflicting it.
  • If used against the Infected condition (typically caused by a weak disease), Remove Disease immediately ends the condition.
  • If used against the Diseased condition (typically caused by a moderate disease), Remove Disease grants the imbiber one immediate bonus saving throw against the disease with a +4 Arcane Bonus to the roll. This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to tick if failed. If the saving throw is successful, the disease is cured.
  • If used against the Plagued condition (typically caused by a highly virulent disease), Remove Disease grants the target one immediate bonus saving throw against the disease with a +2 Arcane Bonus to the roll. This bonus saving throw is made against the disease's save DC, and does not affect the disease's frequency in any way, nor does it cause the disease's effect to tick if failed. If the saving throw is successful, the disease is neutralized.
All effects already inflicted by the disease linger even after the disease is cured or runs its course. Existing effects must be cured as described in the "ended by" sections of the appropriate intensity for the disease (Infected, Diseased, Plagued).
  • Immunization: You can imbibe a Remove Disease elixir while you are still healthy... or at least not diseased. If the imbiber is not already suffering from one of Infected, Diseased, or Plagued, they instead become immune to the next single application of disease made against them, as long as it occurs before the end of their next full night's rest. Note that this immunity is not against a type of disease, but only a single incident of becoming afflicted with a disease (gaining any of the Infected, Diseased, or Plagued status conditions).

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30