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<blockquote data-quote="Kerrick" data-source="post: 5087148" data-attributes="member: 4722"><p>Man, you love your tables, don't you? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (A tip: You can make tables in Notepad using tabs between entries to get everything lined up, then use [code] tags to keep the formatting in a post.)</p><p></p><p>But seriously... the problem with doing fractions of the target's hp is that the same spell affects different targets different ways - that's not good. I can cast CSW on Bob the Wizard and heal 15 hit points, and cast the same on Frank the Fighter to heal 30-40. I'd either go with dice of healing or a static number (and I've already stated my opinion on the latter).</p><p></p><p>The heal spell... eesh. That thing is flat out broken. It heals 10/level, AND cures a whole laundry list of conditions? No way. I changed it to do one of the following: heal 10/level, cure any condition except ability damage/drain or energy drain, OR heal 1 point of ability damage per caster level (max 15 points). It doesn't recover drained levels (that's what restoration is for). </p><p></p><p>5/level might be better; let's compared to CCW:</p><p></p><p>Heal, CL15: 85</p><p></p><p>CCW, CL15: 4d8+15 = 33 avg, 47 max</p><p></p><p>CCW, CL15 (my version): 4d8 + 7d8 + 15 = 64 avg, 103 max</p><p></p><p>At two levels higher, that's almost reasonable. I wouldn't use it with my rules, since a spell shouldn't outclass something two levels higher without metamagic, but RAW? Works well, IMO.</p><p></p><p>I'm still on the fence about heal being a static number though, since all the others are xd8+CL. On the one hand, this makes heal more useful - you know exactly how much healing you'll get - but on the other, it makes it a powerful weapon against undead (again, because it deals a huge amount of guaranteed damage). On the third hand, it's a completely different spell - it can also heal conditions and ability damage (and energy drain, by the RAW) - so I think I'd just leave it at 10/level.[/code]</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5087148, member: 4722"] Man, you love your tables, don't you? :D (A tip: You can make tables in Notepad using tabs between entries to get everything lined up, then use [code] tags to keep the formatting in a post.) But seriously... the problem with doing fractions of the target's hp is that the same spell affects different targets different ways - that's not good. I can cast CSW on Bob the Wizard and heal 15 hit points, and cast the same on Frank the Fighter to heal 30-40. I'd either go with dice of healing or a static number (and I've already stated my opinion on the latter). The heal spell... eesh. That thing is flat out broken. It heals 10/level, AND cures a whole laundry list of conditions? No way. I changed it to do one of the following: heal 10/level, cure any condition except ability damage/drain or energy drain, OR heal 1 point of ability damage per caster level (max 15 points). It doesn't recover drained levels (that's what restoration is for). 5/level might be better; let's compared to CCW: Heal, CL15: 85 CCW, CL15: 4d8+15 = 33 avg, 47 max CCW, CL15 (my version): 4d8 + 7d8 + 15 = 64 avg, 103 max At two levels higher, that's almost reasonable. I wouldn't use it with my rules, since a spell shouldn't outclass something two levels higher without metamagic, but RAW? Works well, IMO. I'm still on the fence about heal being a static number though, since all the others are xd8+CL. On the one hand, this makes heal more useful - you know exactly how much healing you'll get - but on the other, it makes it a powerful weapon against undead (again, because it deals a huge amount of guaranteed damage). On the third hand, it's a completely different spell - it can also heal conditions and ability damage (and energy drain, by the RAW) - so I think I'd just leave it at 10/level.[/code] [/QUOTE]
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