Some Spells I Am Curious About Rule Wise

*Mr_Otyugh
Posts: 2242
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Mr_Otyugh »


For regeneration... I generally go with it fixing any wounded/missing parts, but leaving the said regenerated spot be much less capable of actions and basically still leaving you crippled for while longer as it takes the body to get used to the "newly created body part", same would go for motoristics of the said body parts being unreliable, but eventually it'd still however work properly.

Kinda keeps the consequences visible for few days rather than snapping fingers and all is fine and good.

But I'm not saying everyone should play like that, it's just how I usually take it.
*Ykhare
Posts: 3
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ykhare »


Way I've usually played it :

• It won't bring you back from the dead, though it can help recovering out from near death where and when the 0 to -10 HP (or other similar) system is in effect provided the ennemies don't further devastate you.

• As far as enchanted items go, it still takes days to grow back to functionality a significant limb, even weeks if the missing part isn't available for reattachment.

• As a character ability (Warlock) it's strictly selfish. And even when on a item, most except the most "stupid good" of characters (or friendly to the victim) will probably not lend something so valuable to someone they don't know/trust and risk having it stolen or at least unavailable to themselves for a while.

• As a divinely-granted spell, it's somewhat in the higher range of spell levels and there won't be someone able to cast it in every temple of every small town. When there is, the spell is taxing enough on both the caster and the deity's power that there will probably be some discrimination regarding who it is offered to, and in exchange of what (suitable donation, quest or other service...).
Most divine PCs on this module will eventually be able to cast it, and make it somewhat commonplace among their adventuring parties and acquaintances, but that doesn't mean it's the end of cripples in Sigil and the Multiverse.
*Minotaurs88
Posts: 74
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Minotaurs88 »


Essentially it is up to the character, or the person playing the character to rp it out. With some collaboration from the other person doing the healing. Like my character Dave has broken bones all the time, he just resets them, wraps em up and moves on. Though....maybe that is because he like to eat alot of apple pie. Who knows...

Anyway, it is just my opinion. No need to go spreading it around.
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


One thing to point out is that our "regeneration" objects in SCOD aren't really regeneration... they are, for all intents and purposes, the same as the first-level spell "lesser vigor", which is actually "fast healing". Even if you have multiple items, it's really simply three of those spells stacking on top of one another. The spell regeneration, on the other hand, over the course of ten rounds heals 100% of whatever's ailing you, whether it's a papercut or a cracked skull. So in reality, what we're calling regeneration is really not unless it's the result of an actual cleric casting the 7th-level spell. I'd go so far as to say that if your arm is broken, the wounds themselves will heal... but just as if, in real life, you allowed a broken arm to heal without setting it, it would heal crookedly and pain you, requiring you to eventually have it rebroken and splinted before it could heal properly.
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