Campaign of the Month: June 2012
Modified Cure and Inflict Spells
Characters casting any of the various cure spells (cure light wounds, cure moderate wounds, etc.) will roll the appropriate die or dice for the spell used and add the amount per level as normal. However, the benefit of the level bonus is not restricted as listed in the spell description. Regardless of the caster’s level each spell has a maximum healing potential.
The maximum healing potential is determined by evaluating the highest amount of healing a character can achieve from a particular spell – in the case of cure light wounds that amount is 1d8+5 (the +5 coming from the maximum caster level bonus that can be added to the spell). The spell description for cure light wounds using this house rule would state:
“You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum of 13 points of healing).”
The damage inflicted to undead by these spells remains unchanged (1d8 + caster level – maximum of +5 damage).
This is derived by calculating the maximum number possible that the spell could generate and setting that as the maximum healing capability of the spell. Modifiers for any class feature or feats then add to this maximum. This allows higher-level characters to gain more efficiency from their curative magic by increasing the minimum amount that their spells can heal. In the example above, when a character reaches 12th level, then no die roll is required for their cure light wounds spells as they will always cure 13 points.
The table below outlines the maximums:
|1||cure light wounds||1d8+level||13|
|2||cure moderate wounds||2d8+level||26|
|3||cure serious wounds||3d8+level||39|
|4||cure critical wounds||4d8+level||52|
|5||cure light wounds, mass||1d8+level||33|
|6||cure moderate wounds, mass||2d8+level||46|
|7||cure serious wounds, mass||3d8+level||59|
|8||cure critical wounds, mass||4d8+level||72|
The same rule applies to inflict spells as well.