Guinaur
2007-07-18, 10:38 AM
I have always thought that the Cure X Wound spells were a bit silly if you think about it. At level 1, a cleric can completely heal a Wizard to max HP with one CLW spell. But at level 10, that same spell does very little. My friend then came up with an interesting way of handling the Cure X Wound spells:
Cure Minor Wounds:
1hp x targets level (HD for Monsters)
Cure Light Wounds:
Roll targets Hit Die (Eg: roll 1d12 for a barbarian or 1d4 for a wizard) times its level, divide by 4, plus the clerics level (max: +5 at lvl.5)
So = [(HD x lvl)/4] + cleric's lvl
Cure Moderate Wounds:
Roll targets Hit Die, times its level, divide by 3, plus the clerics level (max: +10 at lvl.10)
So = [(HD x lvl)/3] + cleric's lvl
Cure Serious Wounds:
Roll targets Hit Die, times its level, divide by 2, plus the clerics level (max: +15 at lvl.15)
So = [(HD x lvl)/2] + cleric's lvl
Cure Critical Wounds:
Roll targets Hit Die, times its level, divide by 1, plus the clerics level (max: +20 at lvl.20)
So = (HD x lvl) + cleric's lvl
For hurting undead, the spells do damage as normal and the Inflict spells heal undead like said above and harm living like normal.
This variant causes the cure light wound spells to be usefull at higher levels. To balance out a party with a cleric, I would give enemy groups at least one healer, and single enemies some healing equipment.
But anyways... what do you all think?
Cure Minor Wounds:
1hp x targets level (HD for Monsters)
Cure Light Wounds:
Roll targets Hit Die (Eg: roll 1d12 for a barbarian or 1d4 for a wizard) times its level, divide by 4, plus the clerics level (max: +5 at lvl.5)
So = [(HD x lvl)/4] + cleric's lvl
Cure Moderate Wounds:
Roll targets Hit Die, times its level, divide by 3, plus the clerics level (max: +10 at lvl.10)
So = [(HD x lvl)/3] + cleric's lvl
Cure Serious Wounds:
Roll targets Hit Die, times its level, divide by 2, plus the clerics level (max: +15 at lvl.15)
So = [(HD x lvl)/2] + cleric's lvl
Cure Critical Wounds:
Roll targets Hit Die, times its level, divide by 1, plus the clerics level (max: +20 at lvl.20)
So = (HD x lvl) + cleric's lvl
For hurting undead, the spells do damage as normal and the Inflict spells heal undead like said above and harm living like normal.
This variant causes the cure light wound spells to be usefull at higher levels. To balance out a party with a cleric, I would give enemy groups at least one healer, and single enemies some healing equipment.
But anyways... what do you all think?