Healing in the Mournlands [Archive] - Wizards Community

Post/Author/DateTimePost
Gladius_Lucix

07-26-04, 10:05 PM
There have been a lot of discussions about the problems that result from the lack of natural and magical healing in the Mournlands, but have been ignoring the one answere that has been right under our collective noses for the entire time:

Psionics.

There is nothing that I have seen in the ECS that specificly forbids psionic powers that heal damage from functioning in the Mournlands. I'm just surprised that no one has mentioned this before. (If they have, I've just missed it, so pardon me.)
Remnant

07-26-04, 10:25 PM
Psionics can work, however, it requires ignoring the psionics/magic transparency that is the default according to the XPH. As long as the transparency is in effect, you can pretty much assume that anything which references magic as a whole has a invisible "and psionics too" after it.

However, if you choose to play without the transparency (which can be interesting) psionics could work, maybe. I read an online planescape novel once (Fire and Dust IRCC), in which a powerful artifact would spray a fine dust over victims which would activate and burn them to a crisp if they attempted to use magic- however, the BBEG, a psion, was unaffected.
Ch@pel

07-26-04, 11:16 PM
As discussed in the Ask Keith thread, psionic powers that heal HP still have the (Heal) sub-school after them in their descriptor (for the XPH, anyway), so they are subject to the restrictions of the Mournland, regardless of psionic-magic transparency.

However, there is also suggestions in that thread about possible errata for the Mournland's lack of healing.
elecgraystone

07-27-04, 04:50 AM
look at the SotLW, Mournlands and Potions thread for an easy way to heal in the mornlands!
It was right in fromt of you! (only 2000gp!)
The Sequal

07-27-04, 10:29 AM
Originally posted by Ch@pel
As discussed in the Ask Keith thread, psionic powers that heal HP still have the (Heal) sub-school after them in their descriptor (for the XPH, anyway), so they are subject to the restrictions of the Mournland, regardless of psionic-magic transparency.

However, there is also suggestions in that thread about possible errata for the Mournland's lack of healing.

I think you can get around that using empathic transfer and hostile empathic transfer. Just bring along a bunch of bunnies to dump the damage onto.
The Sequal

07-27-04, 10:45 AM
Originally posted by elecgraystone
look at the SotLW, Mournlands and Potions thread for an easy way to heal in the mornlands!
It was right in fromt of you! (only 2000gp!)

Unlike a normal bag of holding, you cant fit in a haversack unless you are playing a small charecter.

Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds

8 cubic feet is 2x2x2, and while this could still shift to other configurations, it is easier to figure out the weight.


Table: Random Height and Weight
Race- Base Weight
Human, male - 120 lb.
Human, female - 85 lb.
Dwarf, male - 130 lb.
Dwarf, female - 100 lb.
Elf, male - 85 lb.
Elf, female - 80 lb.
Gnome, male - 40 lb.
Gnome, female - 35 lb.
Half-elf, male - 100 lb.
Half-elf, female - 80 lb.
Half-orc, male - 150 lb.
Half-orc, female - 110 lb.
Halfling, male - 30 lb.
Halfling, female - 25 lb.
MageofMyth

07-27-04, 03:21 PM
Buy a Wand of Rope Trick and you can cast lots of healing spells.
Gladius_Lucix

07-27-04, 06:12 PM
Never noticed that the Body Adjustment line of powers had the (Healing) subschool. But my idea was originally Empathic Transfer, and Hostile Empathic Transfer.
Originally posted by The Sequal
I think you can get around that using empathic transfer and hostile empathic transfer. Just bring along a bunch of bunnies to dump the damage onto.
Don't even need bunnies, just enemies.
(Oooo! 3.5 use for the bag of rats!):D
The Sequal

07-27-04, 06:13 PM
Yeah, but enemies are dangerous, bunnies aren't!
Gladius_Lucix

07-27-04, 06:19 PM
Exactly why you should send the damage at the enemies instead of harmless little bunnies!
The Sequal

07-27-04, 06:22 PM
Well, if you have allready taken your allies wounds onto yourself, you wont have much HP left, and you will be in a bad situation if the dangerous enemy gets in a hit.
elecgraystone

08-01-04, 07:30 PM
Originally posted by The Sequal
Unlike a normal bag of holding, you cant fit in a haversack unless you are playing a small charecter.


Reduce Person
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack.
Reduce person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.

By dividing their weight by 8 even a 300 pound fighter is only 37 pounds after this FIRST level spell!
up to 640 pounds of pre-reduced party members could fit in at one time! (640/8=80 pounds)
Brastan

08-01-04, 07:57 PM
:uh-huh:

Yet another reason why that spell is so so good. Enlarge and reduce person have been underused in my experience as a role player. This is also why Player Characters are special, they simply think of the darndest things.

Has anyone though about how to change a a spells school/subset? I don't do much with spell alteration as either a DM or Player so I don't have a clue.
Gladius_Lucix

08-01-04, 08:15 PM
Originally posted by elecgraystone
By dividing their weight by 8 even a 300 pound fighter is only 37 pounds after this FIRST level spell!
up to 640 pounds of pre-reduced party members could fit in at one time! (640/8=80 pounds)
There's still the size limitation. Would have to be small to begin with to all fit.
Gladius_Lucix

08-01-04, 08:18 PM
Originally posted by elecgraystone
By dividing their weight by 8 even a 300 pound fighter is only 37 pounds after this FIRST level spell!
up to 640 pounds of pre-reduced party members could fit in at one time! (640/8=80 pounds)
There is still the limitations on size. No more than 8 cubic feet in the 80 pound section.
The Sequal

08-10-04, 02:50 AM
Sorry to resurect an old thread, but I came up with another psionic solution to the Mournlands, this one even easier than the first. It still uses Empathic Transfer, but now you simply manifest Vigor first, augmented a couple of points, to create a buffer of temporary HPs for the transfer to eat. Admitedly, at 6-7 power points ( 3 for the transfer and 3-4 for an augmented vigor), it probably isn't as efficient as normal healing magic, and you cant use it on yourself, but it does get the job done.
Egres

08-10-04, 03:10 AM
Vampiric blade and claws would also work well.
debatedeus

08-10-04, 11:56 AM
I asked a similar question a while ago, and it might help to look at another thread on the subject here: http://boards1.wizards.com/showthread.php?s=&threadid=276151

Basically, I don't think the bag of holding or rope trick work as they create extradimensional spaces on the matrix of spaces conterminous with the Mournlands (ie: The go into a 5th spacial dimension that is congruent to the normal 3 + time). Because of the effects of a coterminous plane, I rule that the mournland's effect carries over. I suggest the creation of certain limited use items that would allow some healing, but still keep the Mournlands dangerous. Electricgraystone is on that thread too, and we argue these points, so it might be helpful for you to look and decide for yourself.
elecgraystone

08-15-04, 08:42 PM
Originally posted by debatedeus
I asked a similar question a while ago, and it might help to look at another thread on the subject here: http://boards1.wizards.com/showthread.php?s=&threadid=276151

Basically, I don't think the bag of holding or rope trick work as they create extradimensional spaces on the matrix of spaces conterminous with the Mournlands (ie: The go into a 5th spacial dimension that is congruent to the normal 3 + time). Because of the effects of a coterminous plane, I rule that the mournland's effect carries over. I suggest the creation of certain limited use items that would allow some healing, but still keep the Mournlands dangerous. Electricgraystone is on that thread too, and we argue these points, so it might be helpful for you to look and decide for yourself.
I of course disagree with you. (see same post.)
Edymnion

08-15-04, 09:47 PM
The way I read it was that there was basically something in the ground, in the air, the water, the very essense of the place that kept healing from working. As a DM, I'd simply rule that if you tried to use a BoH or a Haversack for healing space, the air from the Mournland would simply flood into it as soon as you opened it, meaning it becomes contaminated as well. You'll have to air it out once you leave the mournland to avoid having a bag of anti-healing air in your bag.
ChrisTheS

08-16-04, 01:40 AM
I have a really simple way to get around the healing issue: run away. Which, I believe, is the whole reason why the restriction exists in the first place (I know SotLW somewhat depends upon characters deciding not to fight--only 3 battles that can't really be run away from, and only 1 of them is in the Mournland).
elecgraystone

08-19-04, 01:10 PM
Originally posted by Edymnion
The way I read it was that there was basically something in the ground, in the air, the water, the very essense of the place that kept healing from working. As a DM, I'd simply rule that if you tried to use a BoH or a Haversack for healing space, the air from the Mournland would simply flood into it as soon as you opened it, meaning it becomes contaminated as well. You'll have to air it out once you leave the mournland to avoid having a bag of anti-healing air in your bag.
If that's the case, then why has the mournlands not spread all over eberron?
The "air" would flood out of the mournland, contaminating the whole world!
The mournland as-is isn't sealed in any way.
So, if I opened a gate, the otherside would be flooded with anti-healing air. (take that other planes!)
I could "save" anti-healing air and use it to stop my foes from healing?
Same for non-healing earth.(druids would love you!)
Trick your foe into drinking mournlands water to stop their healing?
Your idea has much broader ramifications than you thought of.
The mournlands effect is an area effect, (just everything in the area stops healing) nothing more.
Edymnion

08-19-04, 01:59 PM
Originally posted by elecgraystone
If that's the case, then why has the mournlands not spread all over eberron?
The "air" would flood out of the mournland, contaminating the whole world!
The mournland as-is isn't sealed in any way.
So, if I opened a gate, the otherside would be flooded with anti-healing air. (take that other planes!)
I could "save" anti-healing air and use it to stop my foes from healing?
Same for non-healing earth.(druids would love you!)
Trick your foe into drinking mournlands water to stop their healing?
Your idea has much broader ramifications than you thought of.No, I did think of that, all of that.

1) Why doesn't it spread? Why doesn't a heat wave spread out across the entire world? Why doesn't the fallout from a nuclear blast spread out all across the entire world? There are still common sense restrictions. Its something about the mournland that does it. Its magic, it doesn't HAVE to make logical sense.

2) Gate specifically says the environment does NOT pass through the gate. Otherwise you'd have massive floods every time somebody opened a Gate to the Elemental Plane of Water, or massive fires from the Elemental Plane of Fire. Only something actively trying to pass through a Gate can do so, meaning a creature passing through it, or something thrown through it.

3) You want to throw anti-healing air at the badguy. Yeah, sure, that could work. Just tell me how you plan on keeping that anti-healing air in one contained mass so it doesn't instantly dilute, and how you plan on getting it out of a container and surrounding a badguy in the middle of combat, and we'll work it outt.

4) Anti-healing everything else. Could quite easily simply lose it's potency after a certain amount of time away from the mournland.The mournlands effect is an area effect, (just everything in the area stops healing) nothing more. Basically, this is true. But read the entry for the Mournlands, it mentions repeatedly the tainted air, ground, and water.

Its essentially the D&D equivolent of nuclear fallout. The place was nuked, the sand and soil fused into glass, and radiation that prevents healing. Thats very clearly the spirit of what happened, and I assume with what Keith was trying to replicate.