Cure Spells Outdated?

airwalkrr

Adventurer
It seems to me that cure light wounds, cure moderate wounds, etc. have become outdated. In AD&D, our cure light wounds spell only healed 1d8 points of damage and we liked it! But nowadays, even 1d8+5 is hardly worth the time. To begin with, hp is higher in 3e what with the new scale for Con modifiers. Plus, monsters are dealing more damage than they used to. I used to fear 2d8 damage. But now I laugh at it and fear instead maximized cone of cold or a power-attacking barbarian.

In many games I have played, the Augment Healing feat has become something of a necessity (anytime a character option becomes mandatory that suggests a problem to me) and other boons for healing like the Healing domain, the Magic of the Land feat, and the Radiant Servant of Pelor prestige class are often highly encouraged. Clerics are often encouraged to keep around wands of cure light wounds and pearls of power to recast their healing spells. It seems like a cleric's spells simply are no longer enough. Thoughts? Have you made any changes to the game regarding this?
 

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One of the changes I have are are letting a cleric drop a spell or spell slot and let it heal 1d8 hp per spell level/slot sacrificed plus an additional amount equal to their caster level. I do something similar for paladins too.
 

Frukathka, I might be missing something here, but isn't that essentially the same thing as the spontaneous casting of heal spells? Of course, the Cure spells only go so high, so dropping a 9th level spell for 9d8+a bunch is pretty good... but a 6th level Heal would be better. ;)
 

Cure Crtitical Wounds heals 4D8+CL. Now that I recall, I also allow (no matter what level you are) any 10 points of healing to remove any one affliction as opposed to actually healing damage.
 

Crud. The above (my first first post) was my healing house rule for 3.0.

For 3.5 I allow a Cleric to heal damage as per the following formulae:

1st - 9th level: You gain a set amount of healing points per day equal to [Max Spell Level multiplied by 8] multiplied by half base wisdom bonus [before magical modification] (+ caster level). You can expend 10 points of healing to remove all afflictions.

10th - 19th level: The amount of helaing points you gain per day increases. Your maximum healing points equals [Max Spell Level multiplied by 12] multiplied by half base wisdom bonus [before magical modification] (+ 2X caster level). You can expend 8 points of healing to remove all afflictions.

20th Level: Your healing points increases again. Your maximum healing points equals [Max Spell Level multiplied by 16] multiplied by half base wisdom bonus [before magical modification] (+ 3X caster level). You can expend 6 points of healing to remove all afflictions. You can expend 100 points of healing to resurrect dead companion, assuming remains are available.
 

I have not encountered a problem with the cure-x balance compared to the new system. If anything I would think a heavier weight against the cure-x is better for the game.
Of course, my preference is to side-step the 'combats over, everyone heal up to max before we move again' attitude. My game tends to be one of attrition where you will face a number of easier encounters before hitting a 'Boss' encounter of CR +2. This means you walk into the 'Boss' encounter already down on spells and hit-points.

I have had players who literally threw a fit if they were not 'topped off' after combat to a pristine condition. The worst thing I could ever do to them is deal Stat drain!
{Had one player sulk after taking a 2 point drain to Wis because "You crippled my character"...ya right, I reduced his monks AC, dropped his will save, and... umm... :(}

Of course, I am willing to bet airwalkrr's game is alot higher level than mine :)
 

Starting with 3.0 I just house ruled that cure spells were "at max" when not in combat (i.e. resting or camping), and functioned normally in combat (i.e. had to roll).
With 3.5 I just made them set amounts period (i.e. cure light = 15, cure mod = 25, cure serious = 40, cure critical = 50). Been using this since 3.5 came out and there have not been any problems.
 

I think the cure spells are fine. Just take a look at the wealth per level table and you will notice, that 750 gp for a wand of cure light wounds (= 50 x 5.5 hps) is nothing for a group of heros after the first few levels (and thus after the point where the damage get pretty high). Which means that most healing between combats will come out from this source, rather than the clerics prepared spells. If that is still to few healing you may use lesser vigor (its in the spell compendium but they have taken it from complete divine IRC) which can heal 11 hp per charge between combat.
Concerning ability damge, hmm usually the effect isnt to dramatic. At high level Con damage and sometimes Str damage (shadows rule :) ) become a challenge if the players dont prepare. But thats what a wand of lesser restoration (3000 gp for 50 x 2.5 points ability healing) is for...
 

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