Flexor the Mighty!
18/100 Strength!
Whizbang Dustyboots said:Well, my players have done it now ...
The campaign has split into two groups, one on the run from the law, the other trying to save the barony from an imminent attack by as yet undefined badness (naturally). The split, though, didn't happen evenly, and the fugitives have a fighter, a bard and two wizards. And, yes, no healers. (The bard is apparently going to jump out of the class before he can even cast Cure Light Wounds.)
Well, one of the players in the other branch of this campaign mentioned a long-ago game where they found a club that cast Cure Light Wounds on anyone hit with it. The trick, of course, was to smack your compatriots and hope that the spell did more healing than the club did damage.
Obviously, I don't want this to be too exploitable -- no having everyone going around fully healed up at all times -- but this is too funny not to try and implement.
So, I'm asking you, ENWorld, how would you stat this up? There has to be some sort of limit to how often it can be cast, and it has to do damage in addition to healing.
Any suggestions?
That is too damn funny. I'm using that next campaign.
A Magic Club that does 1d6 damage and 1d8 healing. Cannot be used to inflict subdual damage due to it's enchantment. This will get a lot of mileage in my game with the guys I DM for.
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