
Pneumonica |
1. Toss Stabilize and Bleed.
2. Modify Cure Minor Wounds: caster spends 1 hp to heal living target (or damage undead target) by 2 hps.
3. Modify Inflict Minor Wounds: caster spends 1 hp to damage living target (or heal undead target) by 2 hps.
Plausibility?
Purposeless as a change. You'll get a combination of any two of the classes that can cast zero-level healings to heal each other infinitely. And most parties that I've seen have two character types that can orison healings (Bard and Cleric, Bard and Druid, Druid and Cleric, Cleric and Cleric, Bard and Bard (admittedly a rare grouping), Druid and Druid (uncommon)).

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No plausibility if you want to avoid infinite off-combat healing - people will just get 2 guys able to cast them.
Purposeless as a change. You'll get a combination of any two of the classes that can cast zero-level healings to heal each other infinitely. And most parties that I've seen have two character types that can orison healings (Bard and Cleric, Bard and Druid, Druid and Cleric, Cleric and Cleric, Bard and Bard (admittedly a rare grouping), Druid and Druid (uncommon)).
Agreed. I didn't consider that.
My original idea stemmed from a friend's suggestion that it be 1:1 to increase it's roleplayability value - as he put it: "How cool would it be if you were lending your own life to heal a wounded ally". But I questioned myself while posting because it didn't seem on par with the other 0-level spells.
So I guess the question is, would a 1:1 ratio heal be more worthwhile (i.e. balanced and fun) than the current stabilize/bleed combination?