Cure Disease will KILL YOU TO DEATH!

small pumpkin man said:
Of course when the 10th level Wizard with no Heal skill and 8 wis tries it because the party Warlord doesn't have ritual casting it's far more dangerous :D.

Even then, other characters can help with the ritual. All they need is to make a DC 10 heal check for an automatic +2 (max of +8 with 4 characters). Can anyone say nurses?


PS. Just in case no one got it up to this point, cure disease is not the only way to recover from a disease. It just takes a couple of extended rests depending on how well you do on your endurance check/your "doctor" does on his heal check.
 

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ForbidenMaster said:
PS. Just in case no one got it up to this point, cure disease is not the only way to recover from a disease. It just takes a couple of extended rests depending on how well you do on your endurance check/your "doctor" does on his heal check.

And suddenly all the questions about the Endurance skill are answered. Does this (or something similar) apply to poisons as well?
 


C'mon. The real question is... if I kill my buddy with a botched Cure Disease ritual, do I get XP for him?

Obviously I get to take his stuff. That goes without saying.
 


hong said:
Clearly you need more flexible sensibilities.
I guess so. More and more these days.

Oh well, I guess I shouldn't fret. If a diseased character gets killed by a botched Heal check, he can always be raised from the dead without the need for a single dice roll. Because, you know, reviving someone who has been decomposing for a month clearly requires less skill than treating a living person's disease. And it is only 350gp more expensive at that.

It's probably best not to think about it so much.
 

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Mouseferatu said:
Not only do I love, love, love the notion that Cure Disease can prove dangerous, I'm thinking of adding similar rules to some rituals that don't have it already.

It's a great way of adding a little bit of dangerous unpredictability back into magic--one thing that D&D has never done well--without nerfing the casters' combat abilities.
Likewise. But I also like that if you botch the preparation of many rituals (e.g., trying to teleport to a nonexistent destination), or realize you're biting off more than you can chew (Cure against a high-level disease) you're not out the cost of the components. Permit calculated risks while not punishing unforseeable ones. But on the other hand, still allowing for costly stupidity - you can still waste components scrying on the coin in your pocket.
 

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