A Seventh Dicipline: Healing [Archive] - Wizards Community

Post/Author/DateTimePost
ElyasRavenwood

06-12-07, 01:18 PM
I have just finished Bruce Cordell’s, “ If thoughts could kill” adventure. My character, an erudite, ended up being the only one of the chosen to survive the battle with the azure emperor. When presented with the choice of preservation of the six disciplines, or creating a new discipline at the expense of another, I asked if I could choose to create a seventh discipline. The Dm looked in the module and found that as a variant you could create a seventh discipline. He then asked me what I had in mind.
I decided to create a seventh discipline of Healing. My Idea was to use positive energy to heal and restore. . When asked if this would affect game balance I pointed out that a psion egoist and an erudite could already do most of what a cleric could do in terms of healing already. With Body Adjustment, From the Brink Mend Wounds and Touch of health a psion can heal hit point damage. With Empathic transfer and Body Purification a psion can heal the ability damage from diseases and poison. With Psionic Revivify, an egoist or erudite can bring back a dead character. With Restore extremity, an egoist or erudite can regenerate fingers and limbs. With Psionic Restoration, Stygian ward and Stygian erasure, a psionic character can deal with the perils of level loss and ability drain.
A healing discipline would merely collect everything under one umbrella so to speak. I added a few powers; this is a rough draft.

Healing Discipline
1) Touch of health
1) Detect poison
1) Deathwatch
1) Remove fear
2) Empathic Transfer
2) From the brink
2) Stygian Erasure
2) Remove paralysis
3) Body Adjustment
3) Body Purification
3) Delay poison
3) Remove disease
4) Remove blindness/deafness
4) Neutralize poison
4) Restoration lesser
4) Stygian ward
5) Psionic Revivify
5) Restore extremity
6) Restoration Psionic
6) Mend Wounds
7) Restoration greater
7) Heal (complete healing)
8) True metabolism
8) Cure series wounds mass
9) Heal Mass
9) Resurrection

As for the question of game balance of some other character class being able to heal in addition to the Cleric, Why not?
(Side Rant) A cleric is practically a one man party anyways, with their D8 hit points, Medium attack progression, Heavy armor feat, No spell failure for wearing armor, Their ability to pick any spell on the cleric list, spontaneously cast cure spells, and their domain powers, and the domain spell lists, which often poach onto the wizard/ sorcerer list, My objection to the cleric lies not in their power, but in their ability to effectively step into the rolls of other character classes in the party.
I apologies for my anti cleric rant. This is a first draft, and could use lots of revision. Any feed back on a seventh healing discipline would be helpful, thanks
Celsun

06-12-07, 02:39 PM
My Idea was to use positive energy to heal and restore.

I wrote a 1d6 healing power (or 1d6+1 with Celestial Archon) that uses positive energy. It's essentially mend wounds at 1st level. I think healing should run at about 4-5 hp per power point. I don't use divine or arcane magic in my campaign, though, so it was necessary.

When asked if this would affect game balance I pointed out that a psion egoist and an erudite could already do most of what a cleric could do in terms of healing already.

It doesn't. There's no need for a cleric to be the only person with cheap healing in the game. If various clerics can have just about every arcane spell in the game, other people should get cure light wounds.

Healing Discipline

You might want to look at adding some augments. Revivify can serve as raise dead, resurrection, and true resurrection with a few augments. Mend wounds should be level 1; after that, you don't really need any other healing power. True metabolism can be knocked down and turned into a regenerate power (1 round/level of fast healing 1 or more).
Tyroki

06-12-07, 06:50 PM
I wrote a 1d6 healing power (or 1d6+1 with Celestial Archon) that uses positive energy. It's essentially mend wounds at 1st level. I think healing should run at about 4-5 hp per power point. I don't use divine or arcane magic in my campaign, though, so it was necessary.



It doesn't. There's no need for a cleric to be the only person with cheap healing in the game. If various clerics can have just about every arcane spell in the game, other people should get cure light wounds.



You might want to look at adding some augments. Revivify can serve as raise dead, resurrection, and true resurrection with a few augments. Mend wounds should be level 1; after that, you don't really need any other healing power. True metabolism can be knocked down and turned into a regenerate power (1 round/level of fast healing 1 or more).

I made one called Soothing touch which is similar, but has the die improve over time. We don't have any healers in the party. It was necessary >.>