Saturday, March 10, 2007

First Aid, Healing & Clerical Spells

 (note -- article re-written on May 3, 2010)

One item available to characters will be "First Aid Kits" . . . this represents bandages, healing salves, etc. The kit will stop further damage if it is the first thing used (note that it won't do anything after a healing spell has been cast).

It will not only will it stop further damage, it will also heal 1d6-3 points of damage. (Again note that it will do nothing if a healing spell has been used first.) It is not 'stackable' . . . a second application does no good.

A Cleric's "Cure Light Wounds" spell cures 1d6+1* damage. The asterisk means that there is a +1 for every quarter of "Spirit" Element that the Cleric has and that a one-die-size larger will be cast per quarter. Thus a Cleric with two quarters of 'Spirit' among his four elements will cast a 1d8+2 CLW and a Cleric with all four Quarters in Spirit would cast a 1d12+4 CLW spell.


Okay, yes I know that they are really "Prayers" instead of "Spells" . . . but for convenience I will continue to call them spells.

As a rule, Clerics do not get to choose their "spells". They gain spell levels at every even character level. Thus they start gaining spells at character level two (which is where we will start the campaign).

Clerics will start the Campaign knowing "Cure Light Wounds", one random spell and (if applicable) randomly determined "bonus spells" for high WIS. At third level, one more randomly determined spell (but no bonus spells) will be added. If the character has a high enough WIS to get a bonus, that many extra dice are rolled and the player may pick which spell (of those rolled) that the character gets.

Upon reaching character level four, one spell of Player's choice, one random spell and any bonus spells will be received. At level five, one more spell (but again rolling extra dice and picking if he/she has any bonuses from high WIS).

Upon reaching character level six (and subsequent even levels), the character gets one random spell (plus any bonuses); and at all odd levels, one more spell period (but again, bonuses will mean more dice rolled).

The reason for doing it this way is to guarantee that not all Clerics have the same spells. It also stimulates the use of some unusual spells as players find ways to use them.

Finally, for completeness, I should note that I've added a Magic-User 1st Level spell called "Mend Wounds". A Magic User or Swordmage who knows it throws 1d6 per Quarter of the Prime Element and takes the high die roll. There is also a 2nd level spell called "Fix Wounds". For it the Mage or Warlock rolls 2d8 per quarter and takes the two best rolls and adds them together. However, in all cases the recipient must fail his "save vs spell" in order for the damage to be repaired.


-- Jeff



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