04-22-2017, 06:55 PM
For Blood Sabre and Malediction, I'd increase them to 9d6 and 12d6 respectively. Even those numbers are low, low, low damage for their level, but that they heal you too is a bonus. The main problem is that, by the time you're able to cast these, a lot of enemies will have really high Fortitude saves, which means that the healing effect (which is what I'm sure is the biggest worry) won't be coming into play anywhere near as often as you might think.