Kenneth
2012-01-24, 05:35 PM
Ok, unlike all the otehr homebrews I have posted on this forum, this is something that is 100% just now created in my brains. I know that the concesnsus is across the vast majority of 3rd ed players that in combat heals are a waste of resourcesm unless in the most extremem of circumstances, like oh noes your druid just got knocked unconscious.
Well I have my own theroies on that.
Yes healing for the most part in 3rd ed games are all but pointless after level 1 (maybe 2 but that is kinda stretching it) and the reason for that for me is 2 fold. (maybe 2.5 fold?)
While Hit points and damage (minus spell damage forn evocation spells) have grown exponetially.. Healing has not. in this regards healing is in teh same exact boat (see my proposed evo fix Here (http://www.giantitp.com/forums/showthread.php?t=223006)) basically everything else in the game went up dramatically but Healing ( and evocation) stayed at teh same exact level. so it went like this
you had a 5th levle healing spell that could heal you for anywhere form 25%-35% of your max life as a20th fighter.. now that same spells only heals you for about 10%-12.5% as a 20th fighter.. notice teh big disparity?
anywyas, i had normally just upped teh bonus to teh base heal ( i.e +2 per level instead of +1) but now that I re-read my evocation fixes for no particualr reason i thought. 'well maybe i try my had and making heals good again!"
so here is my try. I am going to leavve Heal and Mass heal alone as, i feel they are already decent.
First up the Healing Domain, lets look at teh granted ability. OH NOES my heals heal for 1 more point of damage for teh biggest par of my characters career and then it heals for 10 when I DO finally get heal.. LAME!! lets ante this up a bit and PIYAO!!!
Healing Domain
Granted Power
Healing spells you cast heal for an additional 20% this effect stacks with Empower and Maximize..
Healing Domain Spells
1.Cure Light Wounds: Cures 1d8 damage
2.Cure Moderate Wounds: Cures 3d8+1 damage
3.Cure Serious Wounds: Cures 5d8+5 damage
4.Cure Critical Wounds: Cures 7d8+9 damage
5.Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6.Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7.Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8.Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9.Heal, Mass: As heal, but with several subjects.
BOOM SHAKALA!!! whut, so now you cast heal as a healing cleric and you heal 12 points of damage per level.. nice!.
now on to teh healing spells, i never understaood how channeling life energies was conjuration as that is pretty much what Necromancy is all about so you betcha I put healingback where it used to be! OHH YEAH!!
Cure Light Wounds
Necromancy (Healing)
Level:
Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half (harmless); see text
Spell Resistance:
Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Cure Moderate Wounds
Necromancy (Healing)
Level:
Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
This spell functions like cure light wounds, except that it cures 3d8+1 points of damage
Cure Serious Wounds
Necromancy (Healing)
Level:
Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
This spell functions like cure light wounds, except that it cures 5d8+5 points of damage.
Cure Critical Wounds
Necromancy (Healing)
Level:
Brd 4, Clr 4, Drd 5, Healing 4
This spell functions like cure light wounds, except that it cures 7d8+9 points of damage.
Cure Grievous Wounds
Necromancy (Healing)
Level:
Brd 5, Clr 5, Drd 6
This spell functions like cure light wounds, except that it cures 9d8+13 points of damage.
Cure Light Wounds, Mass
Necromancy (Healing)
Level:
Brd 5, Clr 4, Drd 5, Healing 5
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature/level, no two of which can be more than 30 ft. apart
Duration:
Instantaneous
Saving Throw:
Will half (harmless) or Will half; see text
Spell Resistance:
Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Cure Moderate Wounds, Mass
Necromancy (Healing)
Level:
Brd 6, Clr 5, Drd 6
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).
Cure Serious Wounds, Mass
Necromancy (Healing)
Level:
Clr 6, Drd 7
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).
Cure Critical Wounds, Mass
Necromancy (Healing)
Level:
Clr 7, Drd 8, Healing 8
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).
anyways, what do you think, while it is still not as potenat as say teh wizard casing grease and preventing a lot fo damage, the choices sure do look better for useing a heal during combat instead of aftarwards.
Well I have my own theroies on that.
Yes healing for the most part in 3rd ed games are all but pointless after level 1 (maybe 2 but that is kinda stretching it) and the reason for that for me is 2 fold. (maybe 2.5 fold?)
While Hit points and damage (minus spell damage forn evocation spells) have grown exponetially.. Healing has not. in this regards healing is in teh same exact boat (see my proposed evo fix Here (http://www.giantitp.com/forums/showthread.php?t=223006)) basically everything else in the game went up dramatically but Healing ( and evocation) stayed at teh same exact level. so it went like this
you had a 5th levle healing spell that could heal you for anywhere form 25%-35% of your max life as a20th fighter.. now that same spells only heals you for about 10%-12.5% as a 20th fighter.. notice teh big disparity?
anywyas, i had normally just upped teh bonus to teh base heal ( i.e +2 per level instead of +1) but now that I re-read my evocation fixes for no particualr reason i thought. 'well maybe i try my had and making heals good again!"
so here is my try. I am going to leavve Heal and Mass heal alone as, i feel they are already decent.
First up the Healing Domain, lets look at teh granted ability. OH NOES my heals heal for 1 more point of damage for teh biggest par of my characters career and then it heals for 10 when I DO finally get heal.. LAME!! lets ante this up a bit and PIYAO!!!
Healing Domain
Granted Power
Healing spells you cast heal for an additional 20% this effect stacks with Empower and Maximize..
Healing Domain Spells
1.Cure Light Wounds: Cures 1d8 damage
2.Cure Moderate Wounds: Cures 3d8+1 damage
3.Cure Serious Wounds: Cures 5d8+5 damage
4.Cure Critical Wounds: Cures 7d8+9 damage
5.Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6.Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7.Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8.Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9.Heal, Mass: As heal, but with several subjects.
BOOM SHAKALA!!! whut, so now you cast heal as a healing cleric and you heal 12 points of damage per level.. nice!.
now on to teh healing spells, i never understaood how channeling life energies was conjuration as that is pretty much what Necromancy is all about so you betcha I put healingback where it used to be! OHH YEAH!!
Cure Light Wounds
Necromancy (Healing)
Level:
Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components:
V, S
Casting Time:
1 standard action
Range:
Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Will half (harmless); see text
Spell Resistance:
Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Cure Moderate Wounds
Necromancy (Healing)
Level:
Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
This spell functions like cure light wounds, except that it cures 3d8+1 points of damage
Cure Serious Wounds
Necromancy (Healing)
Level:
Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
This spell functions like cure light wounds, except that it cures 5d8+5 points of damage.
Cure Critical Wounds
Necromancy (Healing)
Level:
Brd 4, Clr 4, Drd 5, Healing 4
This spell functions like cure light wounds, except that it cures 7d8+9 points of damage.
Cure Grievous Wounds
Necromancy (Healing)
Level:
Brd 5, Clr 5, Drd 6
This spell functions like cure light wounds, except that it cures 9d8+13 points of damage.
Cure Light Wounds, Mass
Necromancy (Healing)
Level:
Brd 5, Clr 4, Drd 5, Healing 5
Components:
V, S
Casting Time:
1 standard action
Range:
Close (25 ft. + 5 ft./2 levels)
Target:
One creature/level, no two of which can be more than 30 ft. apart
Duration:
Instantaneous
Saving Throw:
Will half (harmless) or Will half; see text
Spell Resistance:
Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Cure Moderate Wounds, Mass
Necromancy (Healing)
Level:
Brd 6, Clr 5, Drd 6
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).
Cure Serious Wounds, Mass
Necromancy (Healing)
Level:
Clr 6, Drd 7
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).
Cure Critical Wounds, Mass
Necromancy (Healing)
Level:
Clr 7, Drd 8, Healing 8
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).
anyways, what do you think, while it is still not as potenat as say teh wizard casing grease and preventing a lot fo damage, the choices sure do look better for useing a heal during combat instead of aftarwards.