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Wednesday, May 15, 2013

OS-Fantasy HR1: Healing Magic

Fantasy Game House Rule #1

Healing spells in the various OSR Fantasy games typically work along the lines of cast the spell and roll 1d6+1 to heal. Healing classes in these games have a very limited amount of spells available to them and when the priest needs to heal the badly wounded warrior but rolls only a 1 giving the warrior a massive 2 points worth of healing, everyone can feel a bit frustrated. So I offered a bit of mercy to my groups.

Any spell that heals 1d6+1 instead heals 1d4+3. If it heals just 1d6, then it becomes 1d4+2. And this is cumulative. Further, instead of Cure Serious Wounds being a 4th level spell, I shifted it down to 3rd level and insert Cure Critical Wounds as the 4th level version.

The ACKS version of these spells

Cure Light Wounds*
Range: touch
Level: Divine 1
Duration: instantaneous

With this spell the caster heals 1d4+3 points of damage by laying his hand upon the injured creature. This spell may also be used to cure paralysis, but does not then cure any points of damage. The spell will never increase a creature’s hit points beyond the normal amount.

The reverse form of this spell, cause light wounds, causes 1d4+3 damage to the creature affected by it. A successful attack throw is required in this case.

Undead are affected by this spell and its reverse in opposite fashion; they are injured by  cure light wounds and healed by cause light wounds.

Cure Serious Wounds*
Range: touch
Level: Divine 3
Duration: instantaneous

This spell works exactly like cure light wounds, save that it heals 2d4+4 points of damage, plus 1 point per caster level. The reverse, cause serious wounds, also works exactly like cause light wounds, except that it inflicts 2d4+4 + caster level in damage.

Note: In ACKS clerics are allowed 10 separate spells per level. GMs and Players should work together to figure out which 3rd level spell will be removed from their repertoire to maintain these numbers.

Cure Critical Wounds*
Range: touch
Level: Divine 4
Duration: instantaneous

This spell works exactly like cure light wounds, save that it heals 4d4+8 points of damage, plus 1 point per caster level. The reverse,  cause critical wounds, also works exactly like cause light wounds, except that it inflicts 4d4+8 + caster level in damage. 

The Labyrinth Lord version of these spells

Cure Light Wounds (reversible)
Level: 1
Duration: Permanent
Range: Touch

When this spell is cast, the cleric touches one character or creature (or himself) and heals it of 1d4+3 hit points of damage. Alternatively, this spell also cures paralysis, will not heal damage and paralysis in the same casting. This spell cannot grant more hit points than the being’s normal maximum. Cause light wounds (reverse of cure light wounds) causes 1d4+3 hit points of damage to a being if the caster can touch the opponent.
Cure Serious Wounds (reversible)
Level: 3
Duration: Permanent
Range: Touch

When this spell is cast, the cleric touches one character or creature (or himself) and heals it of 2d4+6 hit points of damage. This spell cannot grant more hit points than the being’s normal maximum. Cure serious wounds also heals any conditions listed in cure light wounds. Cause serious wounds (reverse of cure serious wounds) causes 2d4+6 hit points of damage to a being if the caster can touch the opponent.

Cure Critical Wounds (reversible)
Level: 4
Duration: Permanent
Range: Touch
When this spell is cast, the cleric touches one character or creature (or himself) and heals it of 3d6+9 hit points of damage. This spell cannot grant more hit points than the being's normal maximum. Cure critical wounds also heals any conditions listed in cure light wounds. Cause critical wounds (reverse of cure critical wounds) causes 3d6+9 hit points of damage to a being if the caster can touch the opponent.

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