Brown Jenkin said:
I like that myself. A 100hp cap on both Harm and Heal. But now we are into house rules.
Gez said:
A hp cap can bring in some strangeness, though.
"As time pass, my magic seems to be going ever more powerful, however that of my cleric buddy seems to get ever less efficient. When our fighter was lying unconscious, he used to heal him so efficiently his spell even seemed to mend his armor, while nowaday our fighter's wounds are still half-open."
(Of course, you have the exact same trouble with the classical cure wounds spells.)
These ideas can be considered "nicked", by me.hong said:IMC, the spells work as follows:
- Cure light wounds heals 1d8 hp, + 1 per level of recipient, when cast on a creature with > 0 hp. It heals 1 pt when cast on a creature with 0 or negative hp.
- CMW heals 1d8 hp, + 2 per level of recipient, when cast on a creature with > 0 hp. It heals 2 pts when cast on a creature with 0 or negative hp.
- CSW is 3 pts, CCW is 4.
- Heal heals 8 hp per level of recipient.
- Harm does 1d8 points per caster level, touch attack, no save.
Rav said:
I'll also beat you with a stick, so you won't tell anyone. Well actually, just because I feel like it.
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Rav
ConcreteBuddha said:
Then why isn't there an 8th level spell called Mass Harm?