#RPGaDAY – August 17, 2025 (RENEW)
#RPGaDAY
– August 17, 2025 (RENEW)
Renew–
This is a long
one, as I got carried away homebrewing renewal objects and spells. Enclosed is
a Renewal Potion, a Cleric/Paladin 2nd level spell – Renewal of
Faith, and a Bard/Druid 2nd level spell – Rain of Renewal. They are
probably over complicated, but I like that the potion can renew spells, powers,
and abilities along with hit points and that the Cleric/Paladin spell effects
centers on targets alignments and faith, where the Bard/Druid spell affect a
specific range, but how the caster specifically feels affects the outcomes.
Renewal
Potion
Small glass vial with a white wax seal around the cork,
filled with a sparkly blue liquid. If it
is held up to the light, holder can see small flashes of silver randomly appear
inside the bottle, causing the fluid to mix and bubble. If the wax is removed,
but the bottle remains sealed, it quickly becomes clear that the cork is slowly
being pushed up and out. This takes 1D4+1 minutes.
Once the wax seal and cork are removed, there is a visible
silver flash and user understands the potion contents must be consumed within 1
minute, before the magic dissipates. The liquid itself smells and tastes strongly
of rotten blueberries.
•The initial round the potion is consumed, drinker regains 1D4
hit points and makes a 1D6 roll and consults this chart:
|
Roll 1 |
User regains
1 hit point and all subsequent rolls are made with a +1 |
|
Roll 2-5 |
User regains
that number of hit points rolled |
|
Roll 6+ |
User regains 1D4
hit points and user’s choice of randomly regaining a used level 1-3 spell
slot, or 1 use of a x-times a short rest power, or an additional saving throw
against 1 ongoing condition, or regain an additional 4 hit points. |
•The effects last an additional 1D4+1 rounds (2-5), during
which drinker again rolls 1D6 on the above chart. The round after the effects
end, user violently throws up everywhere and is unable to take any actions
beyond that of a reaction or partial move (1/3 of normal movement rate.)
•If the drinker is unconscious while the renewal potion’s
magic is in effect, they can only regain hit points until they are conscious
and any hit points healed count instead as positive death saves, until they reach
1 hit point and become conscious. If the
magic ends, which they are still unconscious, the vomiting counts as a failed
death save. If the drinker dies or is dead, the magic will heal the body, but
they remain dead.
•Medium + Level Magic / single use item
Renewal of Faith
Spell
Classes: Cleric, Paladin
Target: 1 creature per level that caster can see
within range, up to 5 max.
Casting Time: 1 action
Duration: Concentration, up to 1 round per level
Range: 30’ radius centered on caster
Components: VSM* (Caster’s holy symbol)
Effect: The caster’s holy symbol glows and chosen
creatures within range that caster can see regain hit points dependent on their
alignment and faith in relation to the caster. If the chosen target shares the same
alignment as the caster, they gain 1D4 healing each round rolled by the caster and
if they worship the same deity, they can choose to reroll the 1D4 themselves as
an appeal to their deity, although they do have to take the reroll results.
If chosen targets share the same base alignment as the caster, Good, Neutral, or Evil then they gain 1 hit point of healing each round and if they worship the same deity, then they gain an additional 1 healing. Base alignment groupings are:
Good = Lawful
Good, Chaotic Good, and Neutral Good
Evil = Lawful
Evil, Chaotic Evil, and Neutral Evil
Neutral = Lawful Neutral, Chaotic Neutral, or Neutral
If the chosen targets are of any other alignment, they
gain 1D4 healing, rolled with disadvantage for the first round only.
The effect ends for any chosen target that leaves the range, even if they then later re-enter the effect range.
If the chosen target is fully healed, any excess hit points are lost; however, if they are of the same or base alignment as the caster, they gain a blessing of +1 to any attack roll or saving throw while the spell is in effect and they remain in range.
At Higher Levels: When this spell is cast using a spell slot of 3rd level or higher, caster can target one additional target for each slot level above second (2nd).
Rain of Renewal Spell
2nd Level Conjuration (Healing)
Classes: Bard, Druid
Target: Any creatures within range caster can see
Casting Time: 1 action
Duration: Concentration, up to 1 round per level
Range: 20’ radius centered on the caster when
spell is cast
Components: VSM
Effect: Upon casting, a steady rain begins to fall on any living things (creatures or plants) within range that caster can see and they either regain or lose hit points, depending on how they are emotionally viewed by the caster. Living things includes undead and other supernatural or extraplanar creatures, but not magically animated objects, including golems or statues.
Those the caster considers as friendly that they can see and within range, are healed 1D4 hit points in the first round and 1 hit point per round after that, until the spell ends.
Those the caster is inherently neutral towards that they can see and within range, are healed 1 hit points per round, until the spell ends. Anything the caster has no thoughts or regards for is generally unaffected, neither healed nor harmed.
Those the caster considers as unfriendly that they can see withing range take 1D4 hit point of acid damage in the first round and 1 hit point per round after that, until the spell ends. Acid resistance or immunity applies normally.
The Rain of Renewal’s effects are totally dependent on how the caster feels towards the living things within range. A bard casting the spell might instinctively consider all intelligent creatures they can see in the effect, but not include any animals unless they specifically felt something towards them. Say the bard likes horses, those might be included, but other living things in the area they can see might be unaffected. A druid casting the spell might instinctively consider all natural plants and animals in the area as friendly, but have no thoughts towards neutral people caught up in the effect.
The effect ends for any creatures that leaves the spell’s range, even if they then later re-enter and any healing ends for an effected creature once it is fully healed, even if they then take additional damage while the spell is still active. The spell also ends if the caster leaves the radius after the spell is cast.
At Higher Levels: When this spell is cast using a spell slot of 3rd level or higher, caster can extend the duration one additional round for each slot level above second (2nd).
The material component for the spell is a small vial of clean fresh water, with a single drop of acid in it. The liquid is used up in the casting of the spell, however the vial itself remains.
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