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Cure Wounds needs help or Healing Word needs a nerf...
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<blockquote data-quote="NotAYakk" data-source="post: 8397559" data-attributes="member: 72555"><p><strong>Healing Surges</strong></p><p>Most magical healing cannot create life force from nothing. When an effect magically heals a creature, they must spend a HD to fuel the healing. They heal the amount of the magical healing, plus the roll of the HD.</p><p></p><p>The exception to this rule consist of rings of regeneration, the regeneration spell, the heal spell, and the mass heal spell. Some similar effects may also provide life energy. It does include potions of healing.</p><p></p><p>If you are magically healed while at or below 0 HP and have no HD to expend, you are stabilized but not healed.</p><p></p><p><strong>Cure Wounds</strong></p><p>If the creature healed expends a HD larger than a d8, replace all d8s use by Cure Wounds with that HD.</p><p></p><p>So if you cast Cure Wounds on a barbarian at 3rd level who expends a d12 HD, the Barbarian is healed 4d12+your casting stat modifier instead of 3d8+1d12+your casting stat modifier.</p><p></p><p><strong>Recovery</strong></p><p>At the end of a short rest you can attempt to recover HD. Roll your expended HD; any HD that rolls an even value 4 or greater is recovered. You can only do this once per day.</p><p></p><p>---</p><p></p><p>Together, these make Cure Wounds a more efficient way to turn HD into healing than Healing Word.</p><p></p><p>The recovery rule is intended to make up somewhat for the increased HD consumption of magical healing. In a game using gritty rests, keep it at once per day (ie, every short rest) to simulate natural healing that doesn't take a full week of break.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8397559, member: 72555"] [b]Healing Surges[/b] Most magical healing cannot create life force from nothing. When an effect magically heals a creature, they must spend a HD to fuel the healing. They heal the amount of the magical healing, plus the roll of the HD. The exception to this rule consist of rings of regeneration, the regeneration spell, the heal spell, and the mass heal spell. Some similar effects may also provide life energy. It does include potions of healing. If you are magically healed while at or below 0 HP and have no HD to expend, you are stabilized but not healed. [b]Cure Wounds[/b] If the creature healed expends a HD larger than a d8, replace all d8s use by Cure Wounds with that HD. So if you cast Cure Wounds on a barbarian at 3rd level who expends a d12 HD, the Barbarian is healed 4d12+your casting stat modifier instead of 3d8+1d12+your casting stat modifier. [b]Recovery[/b] At the end of a short rest you can attempt to recover HD. Roll your expended HD; any HD that rolls an even value 4 or greater is recovered. You can only do this once per day. --- Together, these make Cure Wounds a more efficient way to turn HD into healing than Healing Word. The recovery rule is intended to make up somewhat for the increased HD consumption of magical healing. In a game using gritty rests, keep it at once per day (ie, every short rest) to simulate natural healing that doesn't take a full week of break. [/QUOTE]
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