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General Tabletop Discussion
D&D Older Editions
Interesting Replacements for Turn Undead?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 8680163" data-attributes="member: 19675"><p>First, correcting myself: the original version of Sacred Healing functioned thusly:</p><p><strong></strong></p><p><strong>“You can spend a turn attempt as a full-round action to grant Fast Healing 3 to all living creatures within a 60-ft. burst.</strong></p><p><strong></strong></p><p><strong>The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round).”</strong></p><p></p><p>Because it’s not channeling Positive or Negative energy, it has no other effects on undead, etc.- it’s just accelerating the target’s natural healing, and does not actually regenerate or re-attach limbs. It does auto-stabilize, though.</p><p></p><p>In addition, since it heals EVERY creature in its area, you really can’t use it during combat. Therefore, you’re only casting it on non-combat time, meaning you almost never need to track it unless you burn the Turn right before foes are close enough to engage in melee. So all you do is total up the number of rounds it lasts multiplied by the healing per round and you’ll know how much each creature heals. It’s a nonvariable number you can just write down on your character sheet. </p><p></p><p>Second, I don’t think the healing the living <strong><em><strong>+</strong></em></strong> damaging the undead is the way to go. It seems like a minor variation on the original, and not all that different from the mass cure spells.</p><p></p><p>And toning it down isn’t necessary, IMHO. You’re burning a scarce resource.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 8680163, member: 19675"] First, correcting myself: the original version of Sacred Healing functioned thusly: [B] “You can spend a turn attempt as a full-round action to grant Fast Healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round).”[/B] Because it’s not channeling Positive or Negative energy, it has no other effects on undead, etc.- it’s just accelerating the target’s natural healing, and does not actually regenerate or re-attach limbs. It does auto-stabilize, though. In addition, since it heals EVERY creature in its area, you really can’t use it during combat. Therefore, you’re only casting it on non-combat time, meaning you almost never need to track it unless you burn the Turn right before foes are close enough to engage in melee. So all you do is total up the number of rounds it lasts multiplied by the healing per round and you’ll know how much each creature heals. It’s a nonvariable number you can just write down on your character sheet. Second, I don’t think the healing the living [B][I][B]+[/B][/I][/B] damaging the undead is the way to go. It seems like a minor variation on the original, and not all that different from the mass cure spells. And toning it down isn’t necessary, IMHO. You’re burning a scarce resource. [/QUOTE]
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