Spatzimaus
First Post
Well, it'd make evil Clerics offensive badasses, but they're already there; I mean currently, evil Clerics can cast both Harm and Heal, along with their lesser brethren. The question is, which of the two would you rather sacrifice? If these Clerics can't cast Heal or Mass Heal, they'll be having other problems. Against the solitary enemy it may not make much difference, but in those party vs. party fights it's the key. Giving them back the low heals isn't really that damaging, although for style reasons what I did instead was change the Inflict line.
Currently, Inflict spells are a touch attack with a Will save for half. Overall, inferior to the Cure line since even low-level cures are useful for between-battle recovery, while Inflict Minor Wounds won't be used in battle once you reach third level. Besides, Touch range is a negative for an attack spell, but isn't for a heal since they won't dodge.
To make them stronger, what I said was, the Inflict spells give the caster temporary HP equal to half the damage done, and those HP last one round per level. Sort of like an inferior Vampiric Touch.
If you do this sort of thing, then you can make the Cure spells [Good] and Inflict [Evil] to limit them, because now Clerics will have other ways of getting HP (and I reintroduced the Blood Bridge line of spells to go with this). The thing I've had to do was say that even Neutral clerics are limited, as if they were Good or Evil based on how they spontaneously cast/turn undead (which is based on your deity's alignment, not yours).
Otherwise you'd see everyone taking a neutral Cleric to cast both Harm and Heal.
Currently, Inflict spells are a touch attack with a Will save for half. Overall, inferior to the Cure line since even low-level cures are useful for between-battle recovery, while Inflict Minor Wounds won't be used in battle once you reach third level. Besides, Touch range is a negative for an attack spell, but isn't for a heal since they won't dodge.
To make them stronger, what I said was, the Inflict spells give the caster temporary HP equal to half the damage done, and those HP last one round per level. Sort of like an inferior Vampiric Touch.
If you do this sort of thing, then you can make the Cure spells [Good] and Inflict [Evil] to limit them, because now Clerics will have other ways of getting HP (and I reintroduced the Blood Bridge line of spells to go with this). The thing I've had to do was say that even Neutral clerics are limited, as if they were Good or Evil based on how they spontaneously cast/turn undead (which is based on your deity's alignment, not yours).
Otherwise you'd see everyone taking a neutral Cleric to cast both Harm and Heal.