| Artemis Moonstar |
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Simply put I thought I'd share my group's near-universal homebrew rule. No matter who's DMing we generally allow this. It has yet to do anything other than prevent TPKs in particularly more challenging dungeons than our DM intended (seeing as we always do custom campaigns, this happens rather frequently). Beyond that, it really doesn't do much. In particular it keeps the healer feeling particularly useful when they're not particularly helpful in dispatching the enemy.
When casting a spell such as Cure (magnitude) Wounds, or a Restoration type spell, you may take 10 minutes as a casting time. Doing so makes it heal for full effect. For example, a Cure Light Wounds cast by a 5th level cleric taking the full ten minutes will heal 13 hit points (Max of 1d8 + 5). A Lesser Restoration spell will heal 4 points of ability damage. You get the idea. This still only takes up 1 usage of the spell (spell slot).
This rule can only be applied to single-cast healing and restorative spells. It cannot be used with Channel Energy, and the like. This can ONLY be done with spells, and does not work with the Alchemist's extracts. Again, ONLY curative and restoration type spells.
The mental method behind the house rule is basically the idea of the caster sitting there and concentrating, focusing more of his energies and getting the spell cast perfectly.
So, yeah. There ya go. Enjoy all you clericy types.