3.5 Critique new spell: Greater Cure Minor Wounds [Archive] - Wizards Community

Post/Author/DateTimePost
Harmor

02-23-04, 06:08 AM
I created this spell because many times I couldn't get to a character in time to stop them from bleeding/dying.

Greater Cure Minor Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Healing 2, Pal 1, Rgr 3
Components: V, S
Casting Time: 1 standard action
Area: 20-ft. burst, centered on the caster
Target: You
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

Whey laying your hand upon yourself, you channel positive energy that cures 1 point of damage +1 per caster level (maximum +5) to all your allies.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Greater Inflict Minor Wounds
Necromancy
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Area: 20-ft. burst, centered on the caster
Target: You
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

Whey laying your hand upon yourself, you channel negative energy that deals 1 point of damage +1 per caster level (maximum +5) to nearby living enemies.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.




Does this sound unreasonable? Should I raise the level by 2 instead of 1?
Seeker95

02-23-04, 09:47 AM
Starting with your ultimate objective instead of the spell, am I correct in assuming the purpose is to be able to stabilize a remote ally?

If so, consider a more direct route:

Cure Minor Wounds, Ranged
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 CL)
Target: You
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

You channel positive energy that cures 1 point of damage +1 per caster level (maximum +5) to a single target within range.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
******************

This allows for limited ranged healing without detracting from the function of the existing mass cure spells (that require touch!)
Hblast

02-23-04, 10:10 AM
Wasn't there already a spell called "Cure light wounds, Mass" or something like that?
Harliquinn

02-23-04, 10:24 AM
Typically, a "Mass" version of a spell is 4 levels higher than the corresponding single target version.

Here is how a Mass Cure Minor might look:

Cure Moderate Wounds, Mass
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5
This spell functions like mass cure light wounds, except that it cures 1 point of damage.

Alternatively (without being over powered I believe) you could have it cure 1 point of damage + 1 point / 2 caster levels (Maximum 5).
Harliquinn

02-23-04, 10:25 AM
Originally posted by Seeker95
This allows for limited ranged healing without detracting from the function of the existing mass cure spells (that require touch!)

The Mass spells do not require touching all the recipients, it is a ranged spell that requires all recipients to be within 20' of one another.
Harliquinn

02-23-04, 10:28 AM
Cure Spells at a range is a very very powerful thing and should probably not be given out at 1st level. The whole balancing factor of cure spells is that they require touch, meaning you either get close and risk an Attack of Opportunity, or you cast and move giving up something else you might want to do. Making a ranged cure spell at 1st or even up through about 3rd opens up the door for potential overpowering of the cure spells.

An alternative is to have a spell similar to Spectral Hand but for clerics, called Hand of the Health or something. It would be roughly a 2nd level spell that followed the same guidelines as the Spectral Hand for delivering low level touch spells.
Vorpal Warhammer

02-23-04, 10:36 AM
Originally posted by Harliquinn
An alternative is to have a spell similar to Spectral Hand but for clerics, called Hand of the Health or something. It would be roughly a 2nd level spell that followed the same guidelines as the Spectral Hand for delivering low level touch spells. I like this idea.

My cleric has the Magic domain so he can make use of Spectral Hand wands and scrolls, but a cleric spell that did the same thing would make a lot of sense.
Kronk LaSworda

02-23-04, 04:11 PM
Originally posted by Seeker95
Starting with your ultimate objective instead of the spell, am I correct in assuming the purpose is to be able to stabilize a remote ally?

If so, consider a more direct route:

Cure Minor Wounds, Ranged
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / 2 CL)
Target: You
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

You channel positive energy that cures 1 point of damage +1 per caster level (maximum +5) to a single target within range.

That is more in line with how I think this spell should be handled. In fact, this is exactly how it is handled in HackMaster (2nd edition + some crunchy bits). There are healing spells that will let you "cure" a teammate from a distance of 5' per level. Very useful when you can't reach or otherwise get to a friend in need. Basically, it was one spell level higher than the "touch" cure spell. My cleric memorizes one of these each day. However, these can't be reversed to deal damage to enemies as there are no saves for the reversed cure spells in HackMaster. It wouldn't be balanced.