Wound/Vitality: Cure vs. Heal? [Archive] - Wizards Community

Post/Author/DateTimePost
Xeviat-DM

07-11-05, 02:32 AM
This is perhaps a strange occurance that will only happen to those determined to change a lot of the base system to get what they want. I am using a MP system and the WP/VP system together; my MP system utilizes XPH style augmentations to empower spells.

The WP/VP system suggests that the cure spell heal VP with it's dice, and WP with it's numerical bonus, but it is flip-floppy when it comes to Heal.

Secondly, in my augment system, Cure is a 1st level spell which heals 1d8 hp, gaining an additional die of healing for every 2 additional mana spent, and it also heals an additional +1 hp per mana spent on the spell (base +1). In the WP/VP system, these additional +1s of healing would apply to vitality.

But Heal is a 5th level spell (9 mp), and heals 10 hp per level. In my augment system, it would start off at 90 hp, and compared to cure augmented to 9 mp (5d8+9), heal is entirely overshadowing cure. Any suggestions? Could Heal possibly apply to vitality only (then again that doesn't sound like healing).

Thanks everyone.
Thelon Fairblade

07-11-05, 09:52 AM
Well, normally Heal is a 6th level spell, so should start at 110 healing.

Secondly, I always thought that the Cure spells should repair 1 WP per SPELL LEVEL, not CASTER LEVEL bonus. Why would a Cure light Wounds spell from a 5th level cleric have the potential to do "1 VP, 5 WP"? (How does the healing domain factor into that?) I thought WP were something hard to injure, and hard to fix, but most Cure spells are going to repair all the WP damage long before the VP. What do you do about Lay on Hands, too?

IMC, therefore, Cure spells heal VP at the full amount, and 1 WP per spell level (CLW = 1d8+5 VP, 1 WP). Alternatively, the spell can be used to heal WP-only, and doubles the WP healing (CLW = 0 VP, 2 WP).

For the Heal spell, it is therefore 10 VP/caster level, and 6 WP. OR, it is 12 WP only.

Note: VP-curing does not "spill over" into WP healing... if someone has 80 VP damage and 9 WP damage, an 11th level Heal spell will cure all the VP (110>80), and 6 WP.



But... that's just me.
Gilean

07-11-05, 12:05 PM
How about heal first applying to the most severe damage and rest apply to the lesser kinds (this could also be extended to subdual damage, as a house rule).

Or you could simply make an augmentation :D
Xeviat-DM

07-13-05, 06:14 PM
You're right, heal is 6th, not 5th.

So Cure augmented to 11 mp would heal 6d8 (27 average) vitality +11 wound (wound healing is based on the mana expended on the spell), while heal would heal 110 wp, rolling over to vitality.

The current Heal spell wouldn't make sense to heal vitality and not wounds, because of everything else it cures.

Similarly, Inflict becomes a potent spell. I suggest the following change to the saving throw: Will (Partial). A successful Will save reduces the vitality damage by half and negates the wound damage. This is potentially dangerous, since it turns a simple first level spell into a potential save or die spell.

Harm is worse, it definately can't deal damage to wounds first. Any ideas?
Gilean

07-14-05, 07:36 AM
Okay, heal and harm: First wounds, than vitality. If you want, put a cap to vitality effect equal to mana used/caster level.
Xeviat-DM

07-14-05, 05:20 PM
Okay, heal and harm: First wounds, than vitality. If you want, put a cap to vitality effect equal to mana used/caster level.

Did you mean first vitality, then wounds? In the case of harm, there's no reason to target vitality after wounds because the person would be dead.
Gilean

07-16-05, 07:38 AM
Or I simply confused them.