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    Monstrous Regeneration

    Scheduled Pinned Locked Moved Implemented/Closed Suggestions
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    • Mr.MolochM
      Mr.Moloch
      last edited by

      Monstrous Regeneration currently heals 18 HP over 6 rounds or 3 hp * ((1/2 caster level) + 1).

      Its a 5th level spell - compared to 4th level Cure Critical Wounds (4d8 + 10) which is an average of 30 HP a pop.

      This is a clearly inferior spell, I'd suggest it gets its duration doubled and heals 4 HP / round. That would allow it to heal 40 HP (which at least makes it about as useful as CCW while taking up a higher spell slot with the positive that it heals a little more and you can do other things while it runs in the back ground.

      I could be talked into other options, even a 5 HP a round so its mimicking troll regeneration and heals 50 HP.

      In the future, there are two simple rules to remember:

      NO SPITTING.

      DO NOT CROSS MISTER MOLOCH.

      https://youtu.be/dQw4w9WgXcQ?si=uHdfqTMS7FMTWREf

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      • SpiffyMeisterS
        SpiffyMeister House of Ash
        last edited by

        Default Monstrous Regen- 1 round per level , 3hp per round.
        SF Transmutation - 2 rounds per level, 3hp per round.
        GSF transmutation, 3 rounds per level , 3hp per round.

        SF Abjuration, 1 round per level, 3 hp per round, 10% dmg immunity.
        GSF Abjuration, 1 round per level , 3 hp per round, 25% dmg immunity.

        SF Evocation, when cast on an ENEMY- 1 hp regen granted in exchange for 25% flame vulnerability.
        GSF Evocation, when cast on an ENEMY, 1 hp regen granted, 50% flame vulnerability.

        SF Necromancy- Inflicts a BLEED affect on a target, 3 hp per round, no save.
        GSF necromancy, inflicts a bleed affect on a target, 5 hp per round, no save.

        Just some thoughts to make it more interesting.

        Puffy's bumbling Scum-goblin minion.

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        • AronFFA
          AronFF
          last edited by

          I think it's even worse than Moloch makes it look.

          problem 1:
          amount is low. (as Moloch demonstrated)

          problem 2:
          if you are full, it's wasted.

          problem 3:
          if you need healing, this isn't going to be enough.

          problem 4:
          Doesn't deliver on theme: it ends so quick that I don't feel like a monster that regenerates.

          I think we should increase duration, decrease base amount, and increase regen amount as (current HP / max HP) drops.
          Something like 1/round initially, 2/round below 75%, 3/round below 50%, 5/round below 25%, 10/round below 10%.
          Then cap it at any total amount you see fit, but only count actual healing that happened.

          If some poor English shows up in this post: and you're an English teacher, language-patriot or simply kind; please correct me. Thanks.

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          • ZoolZ
            Zool
            last edited by

            Could potentially make it start granting temp HP after you hit max.

            > !!!MOLES for the MOLE GOD!!!

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            • C
              Coldburn Aunkspear Auxiliaries
              last edited by

              Or provide a higher amount of healing over an even greater amount of time. Not for a total of 50 HP, but a multitude of that.

              It's a level V spell. It should be highly impactful.

              The Storm Of Our Wings Heralds Glory

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