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6

No existing item, feat, or class feature allows you to do this. Restoring HP infinitely out-of-combat is an easy trick to accomplish, which turns this into infinite spell slots if you have the time. And it’s pretty easy to make it not take very long at all. In other words, this is not a balanced idea. Best case scenario: no one goes out of their way ...


6

On the actual question: Are there any rules in D&D 3.5 that provide a guideline for exchanging hit points for spell levels? Answer: Not to my knowledge. And now a tangent (that includes a real suggestion). To be blunt, there is probably no such guideline because creating a general mechanism to turn hit points into spell slots is a bad idea! The ...


2

Cure Let's calculate minimum amount needed to prevent this staff from being "cure an army for free" item. Obviously, it must cost more than Cure spells it can buy. Cure light wounds: 1st level, 1d8 + cl HP ( 4.5 + 5 = 9.5 average, 13 max ) Cure Moderate Wounds: 2nd level, 2d8 + cl HP ( 9 + 10 = 19 average, 26 max ) Cure Serious Wounds: 3rd level, 3d8 + cl ...


-1

There are relatively few abilities that convert HP into spell slots, but there are a great many that convert spell slots into HP. A reasonable way to proceed might be to ask yourself "how much less efficient should this HP -> spells process be, compared to the reverse process, a.k.a healing?" The basic 'cure wounds' spells are d8 per spell level (1d8 for ...


0

I found an addition to 3rd edition that has the spell "Spell Restore". The source is From the Laboratory of the Mad Wizard Shadmar by Nighthawk Interactive Games On page 16: Spell Restore Transmutation Level: Sor/Wiz 8 [...]The caster gains 1d2 spells per day for 1st, 2nd, 3rd, 4th, and 5th level spells. [...]The payment for these spells is in the ...


4

The book Mortal Remains contains rules for updating Vigil to 2.0 rules, as well as Dread Powers for monster types not covered in the other books. Use those conversion rules. The only real issue you would run into if you don't use the Mortal Remains rules is how to adjudicate Integrity with Hunters' ability to replace "morality sins" in service of the Hunt. ...


3

No, there aren't. The definition of tier 1 is the versatility as well as the effectiveness. There are no classes that have that versatility in homebrew that do not use the spells in existing 3.5e terminology. There is some stuff that isn't overshadowed by tier 1 casters, though. As KRyan brings up, the Tomes. Start here, with Races of War. There ...


7

Not without giving them abilities functionally identical to spells. The reason that the full caster classes meet the criteria for Tier 1 is that they have a massive list of solutions available to them. With the huge number of spells that exist (even just in the PHB, there are hundreds), full spellcasters can emulate or improve on anything that other ...


3

Homebrew is perfectly welcome for this answer, since the most powerful official non-spellcaster classes I'm aware of tend to be Tier 3. For clarity's sake, this is, in essence, true by definition for any classes, homebrew or otherwise. The only way a class can be Tier 1 or Tier 2 is by having spellcasting or equivalent (such as psionics or binding; ...


10

No, not really. Frank and K’s Tome Fighter, and the other entries in their “Races of War” tome, is the only attempt I’m aware of. And it certainly is powerful, occasionally broken in ways that even existing Tier-1 classes are not. But they don’t have even remotely the versatility that a Tier-1 class should have. The tome fighter can kill anything, and it ...



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