I wasn't sure if it'd even be scriptable but would it be possible since Hammer of the Gods throws positive energy, to have it heal non-hostile PCs and NPCS?
Clerics of ilmater throwing out pillars of healing on the battlefield seems very thematic and fun.
This would be grossly overpowered.
Hammer is already disgustingly powerful crowd control if used effectively. This would make it broken.
I really don't see a low damage spell with a possible DAZE (not stun) healing allies for some amount as TOTALLY OVERPOWERED AND BROKEN. It's a 4th level spell and I think it healing allies for some lesser amount would be cool if possible.
EFU seems to wish clerics to play a more support or multiclass role again after all these years so a lot of the server is slanted towards that.
If they're gonna support, having new and diverse ways to support only improves the playing experience.
I really like the suggestion!! If you think it's OP that's crazy it's 4th circle and there's an entire perk class that HEALS AT RANGE WITH GREATER POWER, and that's not OP?
Only if "Allies" is alignment locked. If your diety wouldn't accept them, they take damage instead.
Certainly not overpowered by any means.
A cleric would need to capitalize on HOTG during conflict at the sacrifice of other crucial L4 cleric spells.
A suggestion could be that this effect would require the cleric to have greater spell focus.
I'd say healing is fine, to be honest playing a healing cleric is pretty pointless as a positivist's spells are better all round; Ranged, powerful, and can hit multiple people or provide other benefits.
Having one cleric spell that provides healing on allies and dazes foes would in my opinion be fine. Alternatively though, you could have it instead of heal give a restore and add extra hit points (5 base/10 sf: abjuration/15 gsf: abjuration) to allies and do nothing to foes, or maybe just have it daze undead.
It's called HAMMER of the gods, not healing of the gods.
Its a mass AOE crowd control spell with damage, that doesn't affect allies.
Not to mention you can just free cast Cure Critical Wounds without preparing it over a 4th circle spell.
It's fine as it is, adding anything to the spell will unbalance it.
Thematically it would be cool- but not necessary.
it's called phantasmal killer, not phantasmal subduer.
I'm not saying it has to be 9d10 healing per PC.
All the positivist stuff just got me thinking about the possibility of distance healing and with it being moved to app only, there's a void that Cleric could fill - because Clerics while able to heal a lot are forced to leap into the fray.
A mid to high ish level cleric arcing faith bolts of healing to me is more thematically appropriate than "i got da nice fire".
Also it has a small degree of tide turning in an emergency feel, which is what godly miracles should do. Heal some, harm foes some, daze foes some.
When the custom spells are sorted, Healing Word at various levels of strength (light/moderate/serious/critical) for lvls 1-4, made so you can sacrifice other spells of equivalent level such as the inflict & cure wound spells would work.
http://engl393-dnd5th.wikia.com/wiki/Healing_Word
There are some spells clerics should've had for a while, long-range healing is one of them. That's why Positivist was so useful and fit into any given adventuring task.
It's a level 4 spell only used by NPCs. Unless it is flavorful to your cleric you are probably not going to prepare it. While it is nice there are many spells a cleric would likely prepare rather than HotG.
That said, I support this suggestion and can't wait to see the NPC version blast people while healing the kobolds.
Hammer of the Gods deals Divine damage, not positive.