Kerrick
First Post
I came up with this idea during a discussion about altering the cure wounds spells. My idea: Use the base amount + 1d8/2 levels, +1/caster level, with the standard cap (CLW at L5, CMW at L10, CSW at L15, and CCW at L20. So, with CLW, we get...
L1: 1d8+1 (same as now)
L3: 2d8+3 (vs. 1d8+3)
L5: 2d8+5 (vs. 1d8+5)
CMW becomes:
L3: 1d8+1d8+3 (same as now)
L6: 1d8+3d8+6
L8: 1d8+4d8+8
L10: 1d8+5d8+10 (37; not very much at L10, but still useful)
CSW:
L5: 3d8+2d8+5
L8: 3d8+4d8+8
L10: 3d8+5d8+10 (46; better than CMW, but not overwhelmingly so)
L15: 3d8+7d8+15 (60)
CCW:
L7: 3d8 + 3d8 + 7 (better than 4d8+7, but less than CSW at L8 and more than CLW at L8, which is good).
L10: 3d8 + 5d8 + 10
L15: 4d8+7d8+15 (4.5 better than CSW at the same level, which is comparable to the existing spells).
L20: 3d8 + 10d8 + 20 (78. A respectable number).
Compare to heal: 10 points/level, max of 150 at L15. This spell would remain unchanged, as it's not an actual "cure wounds" spell - it heals damage as well as other effects, putting it in a class of its own.
The mass spells (vanilla) work this way: Extra healing power is capped at 5 x CL. Why they did that is beyond me, but whatever. Since mass spells always have a lower number of dice, I would probably (off the top of my head) go with base amount + 1d8/3 levels + 1/level, with the cap at 3 x CL. So...
Mass CLW (caps at L15)
L9: 1d8 + 3d8 + 9
L12: 1d8 + 4d8 + 12 (34)
L15: 1d8 + 5d8 + 15 (42)
Mass CMW (cap at L20)
L11: 2d8 + 3d8 + 11
L14: 2d8 + 4d8 + 14
L20: 2d8 + 6d8 + 20 (56)
Mass CSW (caps at L25)
L13: 3d8 + 4d8 + 13
L20: 3d8 + 6d8 + 20 (60)
L25: 3d8 + 8d8 + 25 (74)
Mass CCW (caps at L30)
L15: 4d8 + 5d8 + 15
L20: 4d8 + 6d8 + 20 (65)
L25: 4d8 + 8d8 + 25 (79)
L30: 4d8 + 10d8 + 30 (93)
The only thing I'm wondering: Is it too complicated to total up everything? I mean, players shouldn't gain levels so quickly that they'll be changing their cure wounds totals all the time, but if you happen to find a magic item (wand, staff, whatever) that casts cure/inflict wounds... I dunno. Comments?
L1: 1d8+1 (same as now)
L3: 2d8+3 (vs. 1d8+3)
L5: 2d8+5 (vs. 1d8+5)
CMW becomes:
L3: 1d8+1d8+3 (same as now)
L6: 1d8+3d8+6
L8: 1d8+4d8+8
L10: 1d8+5d8+10 (37; not very much at L10, but still useful)
CSW:
L5: 3d8+2d8+5
L8: 3d8+4d8+8
L10: 3d8+5d8+10 (46; better than CMW, but not overwhelmingly so)
L15: 3d8+7d8+15 (60)
CCW:
L7: 3d8 + 3d8 + 7 (better than 4d8+7, but less than CSW at L8 and more than CLW at L8, which is good).
L10: 3d8 + 5d8 + 10
L15: 4d8+7d8+15 (4.5 better than CSW at the same level, which is comparable to the existing spells).
L20: 3d8 + 10d8 + 20 (78. A respectable number).
Compare to heal: 10 points/level, max of 150 at L15. This spell would remain unchanged, as it's not an actual "cure wounds" spell - it heals damage as well as other effects, putting it in a class of its own.
The mass spells (vanilla) work this way: Extra healing power is capped at 5 x CL. Why they did that is beyond me, but whatever. Since mass spells always have a lower number of dice, I would probably (off the top of my head) go with base amount + 1d8/3 levels + 1/level, with the cap at 3 x CL. So...
Mass CLW (caps at L15)
L9: 1d8 + 3d8 + 9
L12: 1d8 + 4d8 + 12 (34)
L15: 1d8 + 5d8 + 15 (42)
Mass CMW (cap at L20)
L11: 2d8 + 3d8 + 11
L14: 2d8 + 4d8 + 14
L20: 2d8 + 6d8 + 20 (56)
Mass CSW (caps at L25)
L13: 3d8 + 4d8 + 13
L20: 3d8 + 6d8 + 20 (60)
L25: 3d8 + 8d8 + 25 (74)
Mass CCW (caps at L30)
L15: 4d8 + 5d8 + 15
L20: 4d8 + 6d8 + 20 (65)
L25: 4d8 + 8d8 + 25 (79)
L30: 4d8 + 10d8 + 30 (93)
The only thing I'm wondering: Is it too complicated to total up everything? I mean, players shouldn't gain levels so quickly that they'll be changing their cure wounds totals all the time, but if you happen to find a magic item (wand, staff, whatever) that casts cure/inflict wounds... I dunno. Comments?