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Post by mao on Jul 27, 2021 13:48:50 GMT -5
That would be so awesome of a dm to let a mage do this!
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Post by The Perilous Dreamer on Jul 27, 2021 13:50:09 GMT -5
That would be so awesome of a dm to let a mage do this! I am not following what non-magic healing has to do with a mage?
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Post by mao on Jul 27, 2021 13:54:41 GMT -5
That would be so awesome of a dm to let a mage do this! I am not following what non-magic healing has to do with a mage? ...just a dream of a healing mage....u know.....
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Post by The Perilous Dreamer on Jul 27, 2021 19:36:31 GMT -5
I am not following what non-magic healing has to do with a mage? ...just a dream of a healing mage....u know..... Who told you that you could not have a healing mage? That is what confused me, mage can already do non-magical healing.
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Post by mao on Jul 28, 2021 1:28:45 GMT -5
...just a dream of a healing mage....u know..... Who told you that you could not have a healing mage? That is what confused me, mage can already do non-magical healing. Really? Tell me more!
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Post by The Perilous Dreamer on Jul 28, 2021 9:58:55 GMT -5
Who told you that you could not have a healing mage? That is what confused me, mage can already do non-magical healing. Really? Tell me more! Why don't you tell me more, why don't you tell me what you want and how you think it should work and then I will tweak it/revise it.
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Post by mao on Jul 28, 2021 10:03:16 GMT -5
ok, how about in exchange for the ability to make magic items I can bind wounds for d4 but the recipient has to net lose a point it takes 1 turn and 3 GP in bandages.
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Post by The Perilous Dreamer on Jul 28, 2021 10:06:09 GMT -5
ok, how about in exchange for the ability to make magic items I can bind wounds for d4 but the recipient has to net lose a point it takes 1 turn and 3 GP in bandages. Keep going and write it all out and then I will go through it and edit.
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Post by mao on Jul 28, 2021 10:09:00 GMT -5
ok, how about in exchange for the ability to make magic items I can bind wounds for d4 but the recipient has to net lose a point it takes 1 turn and 3 GP in bandages. Keep going and write it all out and then I will go through it and edit. Wher should I put It. Do yu want other classes to be able get it and give something else up?
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Post by mao on Jul 28, 2021 10:10:11 GMT -5
ok, how about in exchange for the ability to make magic items I can bind wounds for d4 but the recipient has to net lose a point it takes 1 turn and 3 GP in bandages. Keep going and write it all out and then I will go through it and edit. LOL didn't see the new thread! Oops(again)!
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Post by The Perilous Dreamer on Jul 28, 2021 10:18:40 GMT -5
Yeah, just keep posting in this thread!
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Post by mao on Jul 29, 2021 5:02:26 GMT -5
The Perilous Dreamer THE HEALING MAGE ABOUT Often smart people who are not very wise, end up thrown out of cleric schools. A lot of them go back and become wizards but retain a bit of knowledge from their time in divinity school. While not very common, it is likely you will run into one during your adventuring career. This is available to PCs. REQUIREMENTS A healing mage must have a 12 or higher int , an 8 or lower wis and be lawful or good. Each use of the new ability needs 3 gp worth of special , clean bandages. These are very commonly available and have almost no encumbrance. This ability can be gained by fighter by giving up the ability to wear plate. RESTRICTIONS They must give up the ability to make magic items but are still able to make scrolls. BENEFIT They gain the ability to bind wounds for others and themselves This is not clerical or arcane and is a learned skill. If any kind of non evil cure spell is available to wizards , they will be able to learn it. Spell must be arcane. They double overnight healing. THE FINE PRINT The ability works as follows. After every fight the first level mage can bind wounds for a recovery of d4 hp damage, this scales at higher levels. at 3rd they can bind for d6. At 5th, they can heal D6 + 1. The ability tops out at 7th for 2d4. Binding takes 3 rounds and the recipient must net lose at least 1 hp as this is not a magical ability. The recipient must be bound within 10 turns or they may not be bound, only able to be bound from currant battle damage, again must net lose 1.As noted. above, to us this ability you must have special bandages. No special tools are needed to aid overnight healing. If the patient is at 0,=1 or-2 a binding will save there life as long as they are bound for at leat up to 1. If they wereat1 when they took damage , they are dead. People saved from death w this ability can only regain more points by rest or magic. (Wow, I can do good work if I put in some effort, of all things longer pieces seem to be key in improving my writing. Hunh?)
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Post by The Perilous Dreamer on Jul 29, 2021 9:26:24 GMT -5
What is "specila?" On first glance there are a couple of misspellings in the above. Not int or wis, it should be INT or WIS when referring to the stat, otherwise when not referring to the stat it should be spelled out. But yeah, over all an improvement.
If a character is at -5 and you bind and heal for a 1d4, but they have a net loss of 1 HP, doesn't that leave them at -6?
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Post by mao on Jul 29, 2021 9:47:22 GMT -5
What is "specila?" On first glance there are a couple of misspellings in the above. Not int or wis, it should be INT or WIS when referring to the stat, otherwise when not referring to the stat it should be spelled out. But yeah, over all an improvement. If a character is at -5 and you bind and heal for a 1d4, but they have a net loss of 1 HP, doesn't that leave them at -6? No what I am trying to say and you are at -5 and roll a 3 you are still at -3
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Post by The Perilous Dreamer on Jul 29, 2021 9:57:02 GMT -5
What is "specila?" On first glance there are a couple of misspellings in the above. Not int or wis, it should be INT or WIS when referring to the stat, otherwise when not referring to the stat it should be spelled out. But yeah, over all an improvement. If a character is at -5 and you bind and heal for a 1d4, but they have a net loss of 1 HP, doesn't that leave them at -6? No what I am trying to say and you are at -5 and roll a 3 you are still at -3 OK so lets look at this -5 roll a 3 at -3 instead of -2 -5 roll a 2 at -4 instead of -3 -5 roll a 1 at -5 instead of -4 So on rolling a 1 no healing. So it is 1d4-1 and so on for each level bump. So at 5th, they can heal 1d6 + 1 is really with the minus just 1d6 no adjustment needed. So just rewrite what the healing does at each bump with the -1 already figured in.
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Post by mao on Jul 29, 2021 10:00:13 GMT -5
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Post by The Perilous Dreamer on Jul 29, 2021 10:04:05 GMT -5
Going by this " recipient must net lose at least 1 hp as this is not a magical ability" and based on what you have posted if you heal 1d4 and subtract one then you have 1d4-1. Or are you just saying that the recipient permanently loses 1 hp because of non-magical healing?
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Post by The Perilous Dreamer on Jul 29, 2021 10:06:52 GMT -5
What is "specila?" On first glance there are a couple of misspellings in the above. Not int or wis, it should be INT or WIS when referring to the stat, otherwise when not referring to the stat it should be spelled out. But yeah, over all an improvement. If a character is at -5 and you bind and heal for a 1d4, but they have a net loss of 1 HP, doesn't that leave them at -6? No what I am trying to say and you are at -5 and roll a 3 you are still at -3 What is "specila?" The thing you said you need 3 GP worth for each attempt.
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Post by mao on Jul 29, 2021 10:07:57 GMT -5
No. what I mean is that after you take damage and then are bound, you can only be bound up to 1 point less than the amount you have taken. Does that clear it up, if so will fix above also going to fix the d4 thing to 1d4
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Post by mao on Jul 29, 2021 10:08:43 GMT -5
No what I am trying to say and you are at -5 and roll a 3 you are still at -3 What is "specila?" The thing you said you need 3 GP worth for each attempt. I edited it above sorry it's special
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Post by The Perilous Dreamer on Jul 29, 2021 10:10:12 GMT -5
What is "specila?" The thing you said you need 3 GP worth for each attempt. I edited it above sorry it's special What does 3 GP worth of special mean? What are you paying 3 GP for that is called "special?"
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Post by The Perilous Dreamer on Jul 29, 2021 10:11:18 GMT -5
No. what I mean is that after you take damage and then are bound, you can only be bound up to 1 point less than the amount you have taken. Does that clear it up, if so will fix above also going to fix the d4 thing to 1d4 I know what you mean now and I will fix it when I do my tweaks.
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Post by mao on Jul 29, 2021 10:13:35 GMT -5
'Took out "and", it should make sense to you now, I understood what I was saying all along
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Post by The Perilous Dreamer on Jul 29, 2021 10:21:13 GMT -5
'Took out "and", it should make sense to you now, I understood what I was saying all along of course you did.
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Post by mao on Jul 29, 2021 11:23:12 GMT -5
ok, how about in exchange for the ability to make magic items I can bind wounds for d4 but the recipient has to net lose a point it takes 1 turn and 3 GP in bandages. Keep going and write it all out and then I will go through it and edit. Ok, I'm Done! Do you want other versions for cleric and fighter?
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Post by mao on Jul 29, 2021 12:12:15 GMT -5
Keep going and write it all out and then I will go through it and edit. Ok, I'm Done! Do you want other versions for cleric and fighter? Ok I hit it again, allowing Fighters to do it too.
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Post by The Perilous Dreamer on Jul 29, 2021 12:54:46 GMT -5
OK now I see 3 GP worth of special clean bandages. Have you given thought to what would be special about the bandages, I have some ideas, but I want to hear all of yours before I start tweaking.
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Post by The Perilous Dreamer on Jul 29, 2021 12:59:18 GMT -5
Keep going and write it all out and then I will go through it and edit. Ok, I'm Done! Do you want other versions for cleric and fighter? Write up spells for a healing focused mage for a game where there are no cleric or that could be used in a one class game with flavors.
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Post by mao on Jul 29, 2021 13:00:14 GMT -5
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Post by mao on Jul 29, 2021 13:23:28 GMT -5
Cantrips Hitram Dringles highly useful yet not that powerful healing cantrip! When you cast this cantrip , roll 1d6, if you roll a 6 the target heals one point Exactly Identify Potion with this spell, you roll for any kind of potion that cures hp as you cast on the potion itself. This is how much the otion will heal.record the number. L1 Flying Bandages A long piece of cloth appears and can fly 20' to heal a comrade of 2d3 Hp. The comrade must keep the bandages on for 24 hours and lose 1d6 temp DEX points and the healing is negated if they are removed early. L2 Gem Healing this spell heals 1d6+1 hp, a 100 gp gem must be destroyed to cast this spell L3 Instant healing This spell can be cast at any time the mage wants to. It heals 1d$+1 at a range of 40' (how do you do you like these The Perilous Dreamer
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