Tag: spells

  • Beefing Up Cure X Wounds Spells

    June 2013

    Written by Bryan Fazekas

    This article was originally published in & Magazine Issue 4 in February 2013.

    As presented here the article is slightly modified from the published format. The optional minimum healing rules have been extracted from the individual spells and moved to the end of the article as a concise section.


    A couple of years ago I initiated an online discussion regarding beefing up AD&D clerical Cure X Wounds spells. Magic user spells grow significantly with level, yet a 20th level cleric can still produce a 1 hp Cure Light Wounds (CLW). It didn’t seem right but I was lost in my search for a way to beef things up without over doing it.

    People responded with a number of interesting ideas, some of which were far more complicated than I had any interest in figuring out during a game. Others produced ideas like adding the cleric’s level to the cured hit points value, e.g., a CLW cast by a 5th level cleric would heal 1d8+5 hp of damage. Or adding half the cleric’ level to the amount healed. This sounded close but wasn’t quite what I wanted.

    Another problem was the way the Cure Light, Serious, and Critical Wounds spells were not an even progression. I have yet to understand the progression, other than maybe evening out the cleric spell lists?

    The solution to my quandary came from Frank Mentzer, author of the D&D Basic/Expert/Companion/ Masters/Immortals (BECMI) sets. He posted what he would have done had he written AD&D 2E, which was to make five Cure X Wounds spells for spell levels 1 to 5. Each level heals 1d8 hp times the level of the spell, e.g., the Level 3 spell cures 3d8 hp of damage. This evens out the progression and better addresses the needs of higher level adventuring.

    In my campaign I replaced the original Cure Light, Serious, and Critical Wounds spells with the following spells. I use the same system for druids as well.

    Disclaimer: Frank Mentzer is the real author of these spells. I was simply the scribe, recording his ideas.

    Frank further postulated a system for improving results as the cleric’s level increases. Instead of boosting the maximum hp healed, Frank’s system raises the minimum healed. I have included this as an optional rule in the following five spells.


    Cure Light Wounds

    Level: Cleric 1
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 5 segments
    Saving Throw: None

    Cure Light Wounds allows the cleric to lay hands upon a wounded creature, healing up to 1d8 hit points of damage to the spell’s beneficiary. This spell does not heal disease, reattach limbs, or bring back the dead, nor can it add hit points beyond a character’s normal maximum number. Non-corporeal creatures are not affected by this spell, nor are undead, or creatures harmed only by iron, silver, or magical weapons.

    The reverse of the spell operates in the same manner (although requiring a to hit roll), inflicting 1d8 hit points of damage. If the cleric fails to hit while casting Cause Light Wounds the spell is lost.


    Cure Moderate Wounds

    Level: Cleric 2
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 6 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 2d8+1 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Moderate Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Cure Serious Wounds

    Level: Cleric 3
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 7 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 3d8+2 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Serious Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Cure Grievous Wounds

    Level: Cleric 4
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 8 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 4d8+3 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Grievous Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Cure Critical Wounds

    Level: Cleric 5
    Type: Necromancy
    Reversible: Yes
    Range: touch
    Duration: Instantaneous (Permanent)
    Area of effect: Creature Touched
    Components: V, S
    Casting Time: 9 segments
    Saving Throw: None

    A benison similar to Cure Light Wounds, this spell permits the cleric to lay on hands for 5d8+4 hit points of healing. The spell’s limits are otherwise similar to those of Cure Light Wounds. The reverse of the spell (Cause Critical Wounds) inflicts damage rather than healing, requiring that the cleric successfully touch the target.


    Optional: Minimum Damaged Healed

    Frank Mentzer suggested an optional rule in which the the level of the cleric casting the spell may affect the minimum hit points healed by this spell. The roll used to determine the number of points of damage healed changes every two levels, increasing the minimum value while not altering the maximum value. Regardless of caster level none of the Cure Wounds spells heals a maximum greater than that listed in the spell description.

    At first level the cleric’s healing is rolled as per the spell. In the case of Cure Light Wounds, 1d8 is rolled. At third level the minimum healing is increased from 1 point to 3 points. To address this, instead of rolling d8, roll a d6 and add 2. For example, Cure Light Wounds cast by a 3rd level cleric heals 1d6+2 hit points of damage, and a Cure Moderate Wounds heals 2d6+5.

    This progression continues every two levels, so at fifth level the cleric rolls 1d4+4 for Cure Light Wounds, at 7th the roll is 1d2+6, and at 9th level and above the spell always heals 8 hit points of damage. The following table summarizes this rule by level and spell:

    Level CLW CMW CSW CGW CCW
    1 1d8
    3 1d6 + 2 2d6 + 5
    5 1d4 + 4 2d4 + 9 3d4 + 14
    7 1d2 + 6 2d2 + 13 3d2 + 20 4d2 + 27
    9+ 8 17 26 35 44

    Note: This optional rule applies only to curing of wounds. Caused wounds are rolled normally, e.g., Cause Light Wounds inflicts 1d8 hit points of damage and Cause Critical Wounds inflicts 5d8+4 hit points of damage


    Sidebar: What Does That Spell Cost?

    Pages 103 and 104 of the Dungeon Masters Guide contains a section on hiring NPC clerics to cast spells. There is a table listing suggested costs. The following table extends the figures for Cure spells to cover all spells listed in this article.

    Note that the cost of NPCs casting spells may vary by locale, NPC alignment, difference between the PC and NPC alignment, and/or DM fiat.

    Spell Cost (GP)
    Cure Light Wounds 100
    Cure Moderate Wounds 225
    Cure Serious Wounds 350
    Cure Grievous Wounds 475
    Cure Critical Wounds 600

    Sidebar: This bonus cleric spell is the antithesis of the Cure Wounds spells!

    Righteous Rage

    by Andrew Hamilton

    Level: Cleric 5
    Type: Enchantment/Charm
    Range: touch
    Duration: 1 round/level
    Area of effect: one person
    Components: V, S, M
    Casting Time: 1 round
    Saving Throw: None

    A spell often used by clerics who worship gods of war, the Righteous Rage spell is similar in effect to the spell Aid, although with a far greater benefit. The cleric (or other person) under the effects of the spell gains +2 to hit and damage, +2 to all saving throws, and receives a temporary boost of hit points equal to 1d8 + the caster’s level, e.g. a 9th level caster receives 1d8+9 temporary hit points.

    While under the effects of the Righteous Rage, the cleric is immune to all fear and charm effects, and radiates such am powerful aura that all turning attempts are treated as if the cleric is 1 level higher. The material component is the cleric’s holy symbol.


  • Spell Memorization Time

    September 2006

    This page provides revised rules for spell memorization. If I recall correctly, I based this upon an article inDragon Magazine.


    Spell Memorization

    By the book, spells require 15 minutes per spell level to memorize, following a rest period. This is for all classes and sounds reasonable, as it typically takes a 1st level a mere 15 minutes to memorize their one spell.

    However, as the character rises in level, the time required grows at an ever increasing rate. A 9th level cleric takes 8.5 hours to re-memorize all spells. In game terms, this adds a full day to between when a party may leave a dungeon to recuperate and when they may re-enter the dungeon. Personally, that bogs the adventure down, especially in higher level campaigns, as teh following table demonstrates.

    Table #A5 – Cleric Memorization Times

    Level Hours
    1 0.25
    5 3.00
    9 8.50
    13 18.50

    An alternate is to enable high intelligence/wisdom to reduce the time required. The time per level decreases with increasing intelligence/wisdom to a minimum of 5 minutes per spell level for those with an intelligence/wisdom of 19 or higher. Spell casters cannot have an intelligence/wisdom less than 9 so 15 minutes is the maximum time required.

    Table A6 lists the times by Intelligence/Wisdom.

    Table #A6 — Spell Memorization Time

    Intelligence or Wisdom Time (minutes)
    9 15
    10 14
    11 13
    12 12
    13 11
    14 10
    15 9
    16 8
    17 7
    18 6
    19 5

    A cleric with a wisdom of 18 has greatly reduce memorization times.

    Table #A7 – Revised Cleric Memorization Times

    Level Hours
    1 0.10
    5 1.20
    9 3.40
    13 7.40

  • Cost for NPC Spell Casting

    September 2006

    This page provides expanded rules regarding the cost of non-player character (NPC) spell casting. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Cost of NPC Spell Casting

    Spells cast by NPC’s for player characters cost large sums of gold and/or magic items, depending upon the level of the spell, the level of the caster, the material components required, and the danger to the caster. Rare or expensive components must be supplied or paid for, and a typical fee of 50gp cumulative per level of the caster may be required.

    This extra fee may be lowered for well known associates or assistants. Please note that hazardous spells may increase the per level fee up to 250gp, assuming the caster is willing to take the risk.

    There is also a basic charge based upon the level of the spell, listed Table A4.

    Table #A4 — Cost of NPC Spell Casting

    Level Cost (GP)
    1 100
    2 300
    3 600
    4 1,000
    5 1,500
    6 2,100
    7 2,800
    8 3,600
    9 4,500

    Hazardous spells may multiply the basic cost per spell by as much as 5 times, depending on the level of the caster. Note that these prices are not firm. A caster may charge as much as he thinks the spell is worth or as much as he thinks he can get.

  • Spell Research

    September 2006

    This page provides expanded rules and information regarding the cost of magical research for new spells. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Research

    The research of new spells requires the use of a library of magical knowledge. The types and levels of spells that can be researched depend upon the depth and breadth of the library, as indicated by value. The more valuable the library, the higher the level of spells that can be researched. The minimum value of the library required for research at each level is given in Table A3.

    Table #A3 — Library Minimum Values

    Level Value (GP)
    1 2,000
    2 6,000
    3 12,000
    4 20,000
    5 30,000
    6 42,000
    7 56,000
    8 72,000
    9 90,000

    The cost of research with a proper library is 200 gp per spell level per week, plus an additional 100-400 gp per week for incidental expenses. If the character does not have such a library then space must be rented in another’s library. This will typically cost 50-200 gp per spell level per week.

    Research helps to build a library. Some materials must be bought and new things can be learned, so that books and papers can be written. 10% of the cost of research goes towards adding to a character’s library. Please note that the character must have a secure space to store such materials, and that may incur an additional cost after the research is completed.

    The time to research spells varies. It always takes a minimum of 1 week per spell level, plus 1 week. Each week upon reaching the minimum time the researcher has a percentage chance of success. The percentage chance of success is 10% plus the level of the researcher plus the intelligence of the researcher, minus twice the level of the spell. This percentage is checked weekly until success is reached or the researcher gives up.

    For example: Karl Klutz, 10 level cleric with 12 wisdom, decides to research a 5th level spell. His chance of successfully completing the research in the 11th week is the base success value (10) + his level (10) + his wisdom (12) – twice the level of the spell (5*2=10), e.g.,

    10 + 10 + 12 – 10 = 22%

    So each week he checks for success. Each week he fails increases the cost of his research.

    However, if the library is valued above the minimum necessary for research of a given spell level, a maximum of 20% increase in the success rate may be achieved. This bonus is calculated by dividing the value of the library by the minimum value necessary for research. For each whole multiple the researcher receives an additional 5% chance.

    The minimum value of the library to research a 5th level spell is 30,000 gp. If the library Karl uses is valued at 75,000 gp, divide the actual value by minimum value, e.g.,

    75,000 / 30,000 = 2.5

    This value rounds down to 2 and is then multiplied by 5%, means that Karl has an additional 10% chance of success each week.

  • Spells Books

    September 2006

    This page provides expanded rules and information regarding the size and cost of spell books. I collected information from various sources, included the DMG, Dragon Magazine, and my own invention, to assemble these rules.


    Spell Books

    Magic-user and illusionist spell books are normally of a standard size, i.e. 8 inches wide by 12 inches high. The covers must be of a durable material, usually dragon hide, and are a minimum of 1/8 inch thick each. The pages are normally made of the finest vellum, each sheet being 1/100 inch thick. Spells generally require space equal to 1 page per level of the spell, plus an additional 1d4 pages of general notes and comments. Cantrips are counted as first levels spells for space purposes. The standard number of pages, number of spells the book will hold, and the encumbrance for the different spell levels is listed in Table A1.

    Table #A1 — Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 125 31 75
    2 125 25 75
    3 150 25 90
    4 150 22 90
    5 175 22 105
    6 175 20 105
    7 200 20 120
    8 200 18 120
    9 200 16 120

    To determine the thickness of a spell book, divide the number of pages by 100 and add 1/4 inch to include the covers. This is the standard size, while books designed to hold any number of spells may be constructed.

    All the books are made with the finest and most durable materials available, so the expense of a single book is quite high. The cost of enchanting a book so as to hold spells is also rather expensive, requiring an Enchant An Item or Major Creation spell, depending on whether the book is for a magic-user or illusionist. A book normally costs 1,000gp plus 500gp per level of the spell it is designed to hold. A traveling book (see below) costs 750gp plus 500gp per level of the spell. A book containing spells has the value of the book itself, allowing for condition, plus 100gp-300gp per level for each spell contained in it.

    Traveling Spell Books

    One of the most popular sizes is the “traveling books”, which are much smaller and easier to carry, but hold less spells. These books are normally 6 inches wide by 10 inches high and the number of pages, number of spells, and encumbrance of each is listed in Table A2.

    Note: Due to the smaller page size, travelling books require an additional 1d2 pages per spell, regardless of level.

    Table #A2 — Traveling Spell Book Size and Weight

    Spell Level # Pages # Spells Encumbrance
    1 50 10 25
    2 50 8 25
    3 50 7 25
    4 55 7 30
    5 6 22 30
    6 60 6 35
    7 60 5 35
    8 60 5 35
    9 60 4 35