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Healing Cantrip
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<blockquote data-quote="scholz" data-source="post: 6699988" data-attributes="member: 10028"><p>I notice there are no healing cantrips, and I understand why, there is an issue of resource management and such. </p><p>Still, I thought I would try one that has some balance. Tell me what you think.</p><p></p><p><strong>Stitch</strong></p><p>Necromantic Cantrip</p><p>Casting Time: 1 Action</p><p>Range: Touch</p><p>Components: V, S, M (A piece of dried sinew)</p><p>Duration: Instantaneous*</p><p>You touch an injured creature, concentrate on the wound and the sinew magically stitches closed wounds, grafts over burns and otherwise closes and protects and injured creature. Heal 1d8 Hit points up to the character’s maximum hit points, <u>AND</u> reduce the target’s maximum Hit points by half that (round down). If as a result of this spell a character’s current Hit Points would exceed their new maximum hit points, adjust the Current Hit points to the new maximum. </p><p>The lost Maximum hit points recover after a long rest. </p><p style="margin-left: 20px">Ex. JerrDan has taken 10 hit points damage of his normal 20 maximum hit points. A <strong><em>Stitch</em></strong> spell is cast on him. He heals 5 hit points and his maximum is reduced by half that 2.5=2. So after the spell he has 15 hps, and 18 maximum hit points. If the spell is cast a second time for 4 hps healing. He would add 4 and subtract 2 from his max. Since his new maximum is 16, he stops at 16 hps. </p><p></p><p>The thought is that while this would extend the adventuring of players a bit, the reduction in maximum hit points would keep it from turning into infinite game play. </p><p></p><p>Criticisms?</p></blockquote><p></p>
[QUOTE="scholz, post: 6699988, member: 10028"] I notice there are no healing cantrips, and I understand why, there is an issue of resource management and such. Still, I thought I would try one that has some balance. Tell me what you think. [B]Stitch[/B] Necromantic Cantrip Casting Time: 1 Action Range: Touch Components: V, S, M (A piece of dried sinew) Duration: Instantaneous* You touch an injured creature, concentrate on the wound and the sinew magically stitches closed wounds, grafts over burns and otherwise closes and protects and injured creature. Heal 1d8 Hit points up to the character’s maximum hit points, [U]AND[/U] reduce the target’s maximum Hit points by half that (round down). If as a result of this spell a character’s current Hit Points would exceed their new maximum hit points, adjust the Current Hit points to the new maximum. The lost Maximum hit points recover after a long rest. [INDENT]Ex. JerrDan has taken 10 hit points damage of his normal 20 maximum hit points. A [B][I]Stitch[/I][/B] spell is cast on him. He heals 5 hit points and his maximum is reduced by half that 2.5=2. So after the spell he has 15 hps, and 18 maximum hit points. If the spell is cast a second time for 4 hps healing. He would add 4 and subtract 2 from his max. Since his new maximum is 16, he stops at 16 hps. [/INDENT] The thought is that while this would extend the adventuring of players a bit, the reduction in maximum hit points would keep it from turning into infinite game play. Criticisms? [/QUOTE]
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