|
Post by Porphyre on Dec 4, 2015 1:30:43 GMT -6
Among the extraordinary abilities of magic swords is listed : "Healing (1 point/6 turns or 6 points/day)".
Lately, one player asked me if he could make others benefit of the healing powers of his sword.
Personnally I envision this as a power limited to the wearer of the sword ,who could then "regenerate" 1 point every 6 turns in troll manner or choose to have his 6 points as with a healing potion (like Excalibur scabbard was credited of the power of preventing his wearer to bleed to death from his wounds).
Actually, the wording of later editions (I'm using some parts of the Mentzer Basic Edition, mostly for the random treasure tables) is more confusing, stating : "Sword+1, Cure light wounds once/day"
I ruled that it worked the way I intend it, but jokingly aswered the palyer that he could still "try" to heal wounds with his sword by cauterizing them with the heated blade!
Did some actually play it the other way?
|
|
|
Post by aldarron on Dec 4, 2015 7:05:37 GMT -6
Generally, the powers of the magic swords are powers to cast spells, just as if they were a magic-user or cleric. So I believe the intent was for the sword to be able to heal anybody. Having said that, I encourage you to stick with your interpretation. Your campaign, your rules - that's part of the flavor.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 4, 2015 12:18:59 GMT -6
I read that to mean that it heals 1 point every six turns up to a maximum of 6 points a day. The daily total seems to be mainly for recuperating between adventures (something most DMs just gloss over) or wilderness travel where time is measured in days. Six+ hour dungeon expeditions aren't very common in games I've played.
I'd rule that a person would have to be carrying the sword for the full hour to get the 1 point of healing. But it wouldn't be that big a deal otherwise as it's a fairly small total.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 4, 2015 19:33:04 GMT -6
Yeah, your game, your interpretation.
I even heard of a referee deciding that the healing occured when you hit somebody, so you'd heal for 1d6+1 and take 1d6 of damage, but frankly, you have to be a special kind of stupid to decide that.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 4, 2015 19:34:07 GMT -6
Personally I'd let the wielder heal others.
|
|
|
Post by Porphyre on Dec 5, 2015 9:34:42 GMT -6
My interpretation was induced by the fact that most powers from swords are powers that seem to be limited to one person like the powers to fly or levitate, and "mental" powers like telepathy , telekinesis, detection , etc. that are "passed on the sword user" according to the text.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 5, 2015 12:32:29 GMT -6
I only let the healing apply to the wielder, so it's a perk of being a Fighting Man.
|
|
|
Post by scottyg on Dec 6, 2015 7:53:05 GMT -6
I've only had one sword in play that could heal, and that is a current character. I don't think he's tried but I would let the sword heal others besides the wielder. That would be my general rule I guess. I might make an exception based on the sword's alignment or something.
|
|
|
Post by Porphyre on Dec 6, 2015 15:08:33 GMT -6
Well, putting on the handle of the sword the hand of the person you intend to heal could work as making him the "wearer" (just having to check for potential alignment incomptibilities),°I suppose.
|
|
|
Post by cadriel on Dec 7, 2015 5:43:59 GMT -6
Given the fact that magical swords have alignments, it would seem to make the most sense to say it could heal anyone of the proper alignment. It comes a lot closer to the "Stormbringer" archetype if magical swords are difficult like that.
|
|