Here are two more variations I’ve encountered while browsing the web this last week. The Cure Spells variation implements a semi-wound point system, since negative hit points become much more difficult to heal. [It also plays with the Caster/Recipient level distinction, which is interesting.]
The second variation encourages taking the heal skill.
[If there’s a topic you want to throw out for discussion during the week, tack it on this comment– or just email me. –Scott]
Curative Spells (a variation)
The various cure spells restore damage as follows. (The inflict versions of these spells remain unchanged from the PHB.)
* Cure minor wounds cures 1 hit point, when cast on a creature with positive hit points. It stabilises the target (but does not cure any hit points) when cast on a creature with 0 or negative hit points.
* Cure light wounds cures 1d8 hit points, +1 point per target level (not caster level) when cast on a creature with positive hit points. It cures 1 hit point and stabilises the target when cast on a creature with 0 or negative hit points.
* Cure moderate wounds cures 1d8 hit points, +2 points per target level when cast on a creature with positive hit points. It cures 2 hit points and stabilises the target when cast on a creature with 0 or negative hit points.
* Cure serious wounds cures 1d8 hit points, +3 points per target level when cast on a creature with positive hit points. It cures 3 hit points and stabilises the target when cast on a creature with 0 or negative hit points.
* Cure critical wounds cures 1d8 hit points, +4 points per target level when cast on a creature with positive hit points. It cures 4 hit points and stabilises the target when cast on a creature with 0 or negative hit points.
* Mass cure light, moderate, serious and critical wounds duplicate the above effects on multiple targets.
* Heal cures 10 points of damage per target level, not caster level. Heal also subsumes regenerate’s functions.
Heal Skill
Here’s another take on things, based on the Wheel of Time d20 system.
Heal Check Result: Additional Damage Converted
0-9: none
10-14: 1 hp
15-20: 2 hp
20-24: 3 hp
25+: 4 hp
Damage converted means damage converted from lethal to subdual. It’s a way of healing quickly, without being instant.
One reply on “More on curing”
Back to boxes. Well, the brief break was nice.
See you all tomorrow!