Quote:
Originally Posted by Kromm
I find it fun to give some diseases modifiers to Cure Disease . . . The minor sniffles might get +5, while the plague devastating the land is doing so because it gives -10. For added fun, have certain rare ingredients reduce or eliminate a disease's penalties. That plague might give -20 and be functionally incurable without true love's tears flowers from Dragon Mountain, but be cured at full skill if the recipient is strewn with petals, consumed in the casting. (Or, if you're evil, the petals absorb the plague and become pestilent and dangerous!)
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One thought I had for the Fantasy House MD model (or vaguely similar games) combines that with 'the more you know about what you're curing, the better able you are to adjust the spell, and thus the lower the default penalty becomes.' This might also be combined with Spell Techniques for particular diseases or categories of disease ('Healer Chuck specializes in clearing out all sorts of Nausea Demons').
EDIT: In any case, if you don't have the diagnosis right, you might cast the spell casually and get a critical failure due to a level of penalty that you were in no way prepared for.