Tuesday 16 January 2018

Healing Spells



D&D clerics gain new hit point healing spells at every spell level, except 2nd and 3rd. A 5th level D&D cleric can have a maximum of 2 healing spells out of 4 spells. That's a mean of only 9 hit points healed a day. This makes it extremely difficult for a cleric to heal a badly wounded party. Possible Solution? Creating new healing spells for 2nd and 3rd level could increase the mean to at least 20 hit points healed a day.


BX51 "New spells may be researched by any spell caster."

1st Level 1d6+1 Cure Light
2nd Level 1d8+1 Cure Moderate
3rd level 1d10+1 Cure Intermediate
4 level 2d6+2 Cure Serious Wounds
5 level 3d6+3 Cure Critical Wounds
6 level Cureall

Reasoning: Characters die as a result of losing hit points. That is the mechanism that is baked into the system.  Playing a cleric means trying to recover lost hit points. Other editions of Dungeons & Dragons have healing spells at each level and they seem to function.