New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 5 of 5
  1. - Top - End - #1
    Pixie in the Playground
     
    RedWizardGuy

    Join Date
    May 2007
    Location
    South Africa, WesternCape
    Gender
    Male

    Default Variant "Cure X Wound" Spells

    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?

  2. - Top - End - #2
    Titan in the Playground
     
    DracoDei's Avatar

    Join Date
    May 2007
    Location
    Near Atlanta,GA USA
    Gender
    Male

    Default Re: Variant "Cure X Wound" Spells

    I think that the idea is that the highest level spell the cleric can cast is going to be approximately equally effective across character levels. Lower level spells are SUPPOSED to become semi-obsolete at higher levels.
    [Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
    Currently Running: Equestria Begins (A High Tactics campaign)
    Extended Signature
    My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.

  3. - Top - End - #3
    Orc in the Playground
     
    nerulean's Avatar

    Join Date
    Jun 2007
    Location
    London, England
    Gender
    Female

    Default Re: Variant "Cure X Wound" Spells

    Um. CLW is supposed to become useless at higher levels, just like the majority of low level spells. That's why the cleric gets better ones later.

    Edit: ninja'd.
    Last edited by nerulean; 2007-07-18 at 10:46 AM.
    de·fen·es·tra·tion (dē-fĕn'ĭ-strā'shən)
    n.

    An act of throwing someone or something out of a window.

    [From DE– + Latin fenestra, window.]

  4. - Top - End - #4
    Banned
    Join Date
    Oct 2005

    Default Re: Variant "Cure X Wound" Spells

    Perhaps you could limit the total levels or hit dice affected?

  5. - Top - End - #5
    Ettin in the Playground
     
    Yakk's Avatar

    Join Date
    Nov 2006

    Default Re: Variant "Cure X Wound" Spells

    The math is overly complex.

    How about using:
    Cleric Level + Target Fort. Save
    as the base? (this takes into account that a high-level cleric should be able to easily heal a low-level target, while a high-level target shouldn't be easily healed by a low-level cleric).

    Base /2 = Minor
    Base = Light
    Base*2 = Moderate
    Base*3 = Serious
    Base*4 = Critical

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •