Healing Spell Nerf (3.5e Variant Rule)

Healing Spell Nerf


Dmilewski's Skill Based Healing got me thinking about ways to make healing magic work like standard D&D, but not be beneficial as a means of stabilization. So that is what I did.

Rule changes

When a character is below 0 hitpoints, spells with the Healing descriptor do not affect the character normally. These spells are treated as if each die rolled was a 1 and they do not stabilize the target. If the character's hitpoints are increased to 0 or greater, they are treated as "bleeding" and lose 1 hitpoint per round until they are stabilized.

Fast healing does not stabilize wounds until a creature's hitpoints are increased to at least 0.

A cleric that channels positive energy may make a free heal check to stabilize whenever they cast a healing spell.



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gollark: Conservation of matter makes this problematic.
gollark: Yes, take aqueous water solution.
gollark: You should go somewhere less muon-isomorphic.
gollark: How bad.
gollark: And water/other soft drinks, I hope!
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