Campaign of the Month: January 2015
Skies of Glass
- Conjuration (Healing)/Necromancy
- Level: White/Black 5
- Components: V, S
- Casting Time: 1 standard action
- Range: 40 ft.
- Area: 40-ft.-radius emanation centered on you
- Duration: 1 round/level
- Saving Throw: None
- Spell Resistance: No
Your alter the flow of magic around your body, stealing fractions of power from failed spells to heal yourself.
Whenever a creature, including you, successfully resists a spell in the area (whether by making a successful saving throw or by having the spell fail against their spell resistance, though not by merely being immune or otherwise reducing its effects), you heal 2 hit point per level of the spell cast. Additionally, whenever a creature, including you, suffers mana burn when they fail to successfully cast a spell in the area, you heal 2 hit points per level of the spell that failed. Spell-like and supernatural abilities do not trigger this healing. This healing is not caused by positive or negative energy, thus works equally well on the living and undead, though it tends to leave nasty scars.
A single spell can only grant you healing once, even if multiple creatures in the area save against it. For instance, if either one or three creatures in the area successfully save against a single casting of Fireball, either way your receive 6 points of healing from mystic tithe.
The effect of each spell cast is resolved simultaneously to your receiving the healing.