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Player wanting to become vampire/half-vampire??
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<blockquote data-quote="DEFCON 1" data-source="post: 8652868" data-attributes="member: 7006"><p>In 3E the Cure spells would heal living creatures and damage undead, whereas the Inflict spells would damage living creatures and cure the undead. The 5E versions of these spells do not have the undead versions as part of their descriptions, but I don't think there is any reason in this specific case where you couldn't just port them over. So the Cure Wounds spell cast on your skeleton player would cause damage, and the Inflict Wounds spell would heal it.</p><p></p><p>Now yes, the Inflict Wounds spell does 3d10 in one casting (+1d10 for each slot level over 1st), whereas Cure Wounds is just 1d8 plus modifier (+1d8 for each slot level over 1st)... so you might have to re-jigger the numbers a little bit so that the skeleton doesn't get more recovery than other characters. So for instance, you could treat Inflict Wounds cast on an undead as having the same 1d8+modifier hit points recovered as Cure Wounds does (while still being 3d10 damage when cast on a living character.) Or another option, if you wanted to keep things looking different for flavor reasons and to real drive home the difference between a skeleton and a living character-- keep Inflict Wounds as 3d10 healing on the skeleton, but it only gets to have it cast upon him once per long rest (and any other recovery must come from spending hit dice.) And as far as resurrection... I think Animate Dead (being a 3rd level spell) is a good symmetrical spell for this use as Revivify is for living creatures. </p><p></p><p>At the end of the day, since you are allowing something homebrewed in your game in this instance... any choice or option you make to continue this work is going to be fine. You don't need to stick to any "official" rulings, since they'd all be ruling on something unofficial anyways.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8652868, member: 7006"] In 3E the Cure spells would heal living creatures and damage undead, whereas the Inflict spells would damage living creatures and cure the undead. The 5E versions of these spells do not have the undead versions as part of their descriptions, but I don't think there is any reason in this specific case where you couldn't just port them over. So the Cure Wounds spell cast on your skeleton player would cause damage, and the Inflict Wounds spell would heal it. Now yes, the Inflict Wounds spell does 3d10 in one casting (+1d10 for each slot level over 1st), whereas Cure Wounds is just 1d8 plus modifier (+1d8 for each slot level over 1st)... so you might have to re-jigger the numbers a little bit so that the skeleton doesn't get more recovery than other characters. So for instance, you could treat Inflict Wounds cast on an undead as having the same 1d8+modifier hit points recovered as Cure Wounds does (while still being 3d10 damage when cast on a living character.) Or another option, if you wanted to keep things looking different for flavor reasons and to real drive home the difference between a skeleton and a living character-- keep Inflict Wounds as 3d10 healing on the skeleton, but it only gets to have it cast upon him once per long rest (and any other recovery must come from spending hit dice.) And as far as resurrection... I think Animate Dead (being a 3rd level spell) is a good symmetrical spell for this use as Revivify is for living creatures. At the end of the day, since you are allowing something homebrewed in your game in this instance... any choice or option you make to continue this work is going to be fine. You don't need to stick to any "official" rulings, since they'd all be ruling on something unofficial anyways. [/QUOTE]
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