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D&D with no Healing Magic! Would it work?
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<blockquote data-quote="Baron Opal" data-source="post: 1601916" data-attributes="member: 10433"><p><strong>Midnight Healing</strong></p><p></p><p>"Channelers" are the main spell casters in Midnight, although anyone can learn how to cast spells if they spend the feats. Channelers can learn Cure Light Wounds and I think Cure Moderate and Serious. Channelers have access to all spells that are not solely confined to the Cleric list. This does eliminate Heal, Raise Dead, Restoration and some others.</p><p></p><p>Also, Channelers, and everyone else for that matter, has to spend feats to learn schools of spells. Some schools, like Evocation, is split into more than one feat. So, to get any kind of reasonable attack spell you have to be a significant level. I'm not sure if this applies to healing magic, but it might.</p><p></p><p>It is certainly possible for the PCs to capture useful items from the bad guys. There might be distasteful requirements to use that item, however. And, those who have the items are usually Channelers themselves or Legates. Legates are the servants of the BBEGod and straight clerics. So, the people who have those items are usually <em>very</em> powerful and well guarded. It's usually much safer to crawl into the woods and hide for two weeks and let your wounds heal over time than try to get the items or even cast the spells yourself.</p><p></p><p>It's a very interesting setting. You have to get your mouth in shape for the fact that the direct approach is almost always the worst one. You must skulk, hide, sneak and otherwise be unseen. But, every once in a while, you can leap out of a wharehouse, <em>fireball</em> the Legate's ship, and get away.</p><p></p><p>Baron Opal</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 1601916, member: 10433"] [b]Midnight Healing[/b] "Channelers" are the main spell casters in Midnight, although anyone can learn how to cast spells if they spend the feats. Channelers can learn Cure Light Wounds and I think Cure Moderate and Serious. Channelers have access to all spells that are not solely confined to the Cleric list. This does eliminate Heal, Raise Dead, Restoration and some others. Also, Channelers, and everyone else for that matter, has to spend feats to learn schools of spells. Some schools, like Evocation, is split into more than one feat. So, to get any kind of reasonable attack spell you have to be a significant level. I'm not sure if this applies to healing magic, but it might. It is certainly possible for the PCs to capture useful items from the bad guys. There might be distasteful requirements to use that item, however. And, those who have the items are usually Channelers themselves or Legates. Legates are the servants of the BBEGod and straight clerics. So, the people who have those items are usually [I]very[/I] powerful and well guarded. It's usually much safer to crawl into the woods and hide for two weeks and let your wounds heal over time than try to get the items or even cast the spells yourself. It's a very interesting setting. You have to get your mouth in shape for the fact that the direct approach is almost always the worst one. You must skulk, hide, sneak and otherwise be unseen. But, every once in a while, you can leap out of a wharehouse, [i]fireball[/i] the Legate's ship, and get away. Baron Opal [/QUOTE]
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D&D with no Healing Magic! Would it work?
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