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Old 07-15-2019, 10:42 AM   #36
warhorse11h
 
Join Date: Aug 2018
Default Re: Increasing the Cost of Purchasing Spells

A few thoughts

Physicker and Master Physicker both have to use their abilities within 1 hour of the injury. Also, their abilities seem targeted toward wounds, not sickness.

Revival requires a mostly intact body that has been dead less than an hour. If limbs are missing, the die roll for revival requires an extra die to be effective. It does not restore missing limbs. It also costs 50 ST.

Regeneration requires a 15 IQ to learn, costs 30 ST and further requires a week of bedrest to be effective. The mercenaries guild provides bedrest for $250 a week. ITL does say they are on the high side for non guild members. The language in the spell description tends to support the idea that the spell fails if the requisite bedrest is not completed.

Cleansing costs 20 ST per hex cleaned and puts 1D6 damage on any one cleansed in this way. If they are plague ridden and normal people, not strong brave adventurers, it may kill them.

All of these spells are powerful enough that it would make sense they would not be tried by anyone without a DX high enough to guarantee success. Minimum 15 for best possible likelihood. A human wizard with IQ 15 and DX 15 and minimum ST of 8 is still a 38 point character and therefore a trifle on the rare side.

Allegedly, the game takes place in what is a medieval to renaissance time period where the majority of people lived in a subsistence economy and would be unlikely to ever see $40 at any one time in their life.

It seems a simple enough house rule to bring Regeneration in line with Revival and the Physicker talents and require that the Regeneration spell be applied within one hour of the loss of the limb/organ.

Having said all the above, I intend to keep it rare for this kind of healing and expensive as well. Others may do as they wish.

Last edited by warhorse11h; 07-15-2019 at 11:10 AM.
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