Review: Wound Binding

Astalanya

First Post
Wound Binding
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: 50'
Target: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 10 minutes/level or until discharged
Saving Throw: Will (harmless)
Spell Resistance: Yes (harmless)


You create a mystical, unseen binding that serves to auto-stabilize a wounded person or people. The spell must be cast before the affected parties fall into negative hit points, but not after the caster falls unconscious. This spell does not restore lost hit points, but just prevents the additional loss of them from bleeding. Further, the spell only auto-stabilizes each character once after being cast. If a character is harmed again after falling unconscious, the spell ceases to work for him, and normal stabilization rules apply. It does not protect against coup-de-grace attacks, nor any other damage that is deliberately dealt to the character after falling unconscious. This spell remains in effect even if the caster is knocked unconscious (otherwise it would be useless).

Wound Binding, Greater
Conjuration (Healing)
Level: Clr 3, Dru 3, Pal 2
Duration: 10 minutes/level or until discharged.

This spell functions like wound binding, except any affected creature that drops into negative hit points has his hit points automatically restored to 0. Unconscious and dying creatures targeted by the spell likewise gain enough hit points to return to 0 hit points (conscious). This spell has no effect on creatures reduced to -10 or lower by an attack or damage done after the creature is restored to 0 hp.

Review, please! :)

Edits: Level adjustment; duration changed to 10 min/level or until discharged.
 
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Hmm, not game breaking.
Cast at a day of resting it doesn't hurt anyone.
Perhaps limited duration counted in days would be good.
 

Ah. Overviewed the duration in minutes ... too short to be effective.
Paladins don't have that many spells to waste a slot on this one.
And why do Paladins only get the improved version, not the simple one ? Remember, there caster level is only half their class level.

Why is the better version conjuration (creation) and not (healing) ?

As far as I know there is already a spell that gives you a cure light wounds if you drop below 0. Stalwart Pact or something like that ?
 



I would set the duration to CL days or discharged whatever comes first.
Perhaps make it permanent until discharged, but in that case I would add xp-cost to the components.

But with 10min/level it could work. Try it in your game and adjust the duration if nobody ever casts the spell.

Greetings

PS: I was wrong about stalwart pact. That one does something very different.
 

It seems to me that your Wound binding, Greater description implies that should you take enough damage that your reduced to -12, you'll automaticaly be back up to 0, when you should be dead. (I'm pretty sure that's not what you meant)

The Greater spell is very powerful. All you need to do is cast a 0thlevel cure to have your friend back in the action. Obviously with this spell your likely to have less deaths in your campaign. Don't forget that the PC's enemies will use this spell too. (they probably won't like that but fair's fair.)
I'd seriously consider putting the greater spell up to level 4/3 instead of 3/2.
There should, I think be a number of characters effected by level limit for both versions, or at least reduce the size of the radius - one or the other, not both. Let's face it if your a bandit captain with fifty men and your setting up an abush you'll have all your troops cram into a 50' radius -that's a hundred foot circle! Think of how many people can fit in an elevator. This is like 20 elevators - you'll have your cleric cast this spell, then none of your men will die. The greater version lasts for a minimum of 50 minutes! (unless it's cast by a paladin - 30 min)
How does this spell interact with Diehard?
Very interesting spell it definately effects the flavour of your game though.
 
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