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Looking for alternatives to divine healing
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<blockquote data-quote="LokiDR" data-source="post: 2683741" data-attributes="member: 6239"><p>Rules-wise, there isn't much. Healing Salve, from Tomb and Blood healed alchemically. Restful Candle doubled the healing overnight. Polymorph will heal, and any con boost/false life can fake healing in several respects.</p><p></p><p>On the houserules side, I have a long running campaign setting where magic is considered evil by most. Bards get by beause they 'aren't casting spells, they just sing and you feel better'. From experience, with your primary healing comming from bards and potions, things won't be managable in standard D&D after a few levels.</p><p></p><p>I invented alchemical 'slap patches' (stolen from ShadowRun) that healed a certain amount, but had delayed side effects like damage, fatigue and possibly unconciousness. The delay got annoying. I also invented a surgeon feat for converting lethal damage to non-lethal. It was likewise cumbersom to use and inferior to magic.</p><p></p><p>If you aren't dead set on abandoning divine casting completely, give a look at the Dragonlance Mystics. There were set up for just those times when the gods WERE gone, and fill the gap in healing well. You could also organize religions based on gods that don't really exist, where the 'divine' spells are just a matter of devotion to the cause. This is the only way I can understand gods being clerics themselves, as many are.</p><p></p><p>Good hunting.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 2683741, member: 6239"] Rules-wise, there isn't much. Healing Salve, from Tomb and Blood healed alchemically. Restful Candle doubled the healing overnight. Polymorph will heal, and any con boost/false life can fake healing in several respects. On the houserules side, I have a long running campaign setting where magic is considered evil by most. Bards get by beause they 'aren't casting spells, they just sing and you feel better'. From experience, with your primary healing comming from bards and potions, things won't be managable in standard D&D after a few levels. I invented alchemical 'slap patches' (stolen from ShadowRun) that healed a certain amount, but had delayed side effects like damage, fatigue and possibly unconciousness. The delay got annoying. I also invented a surgeon feat for converting lethal damage to non-lethal. It was likewise cumbersom to use and inferior to magic. If you aren't dead set on abandoning divine casting completely, give a look at the Dragonlance Mystics. There were set up for just those times when the gods WERE gone, and fill the gap in healing well. You could also organize religions based on gods that don't really exist, where the 'divine' spells are just a matter of devotion to the cause. This is the only way I can understand gods being clerics themselves, as many are. Good hunting. [/QUOTE]
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Looking for alternatives to divine healing
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