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Old 10-02-2018, 01:15 AM   #321
Skarg
 
Join Date: May 2015
Default Re: HEAL spell?

Quote:
Originally Posted by hcobb View Post
Balanced Heal spell

Heal(S) The wizard pays 5 fatigue then spends one minute (12 turns) in casting while in physical contact (hands or staff) with the still living target. During the casting the target suffers no further damage from blood loss. At the end of the minute the wizard rolls and on a success the target recovers one hit of damage. The wizard may immediately perform another casting so that the target suffers no blood loss. This spell doesn't regrow missing parts. See the regeneration spell for that.
Better than the original suggestion.

However (apart from just not wanting a healing spell) the main issue I had with the original suggestion from Steve still exists with this one: there's no cap on the healing. Any amount of injury can be healed with enough ST being put into the spell. This encourages the use of apprentices (even troupes of slave hobgoblin apprentices, or whoever you can get to know the Aid spell, and/or be a Drain Strength subject) to get as much quick healing as possible. Nobles and the wealthy, and some guild houses, military units, and PC parties, may likely want to try to always have a healing mage and a team of people with Aid, and/or have many people learn Aid even just to be able to help cast this spell. And tracking the fatigue recovery and casting of Aid spells to see how quickly a group of injured people (such as the PCs, all the time) would be a tedious pain and yet so important a thing to do that it would always make sense to track the rate at which any healing mage with an injured patient can rest up and keep casting this spell until there's no one injured to heal.

I.e. it's an issue to make really powerful strategies that are most effective when you do a lot of something that is unpleasant.

As I posted above, I think if you must have such a spell, aren't just looking to handwave most wounds away because you don't like lasting wounds, AND don't want to be having a thing where injuries are healed at the rate of fatigue recovery by the people in the group with Aid spells, then there ought to be a limit like with Physickers, especially the part where after a wound has been treated, it's now "treated damage" which cannot be healed further by physickers or magic spells.
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Old 10-02-2018, 08:12 AM   #322
hcobb
 
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Join Date: Aug 2004
Location: Pacheco, California
Default Re: HEAL spell?

Instead of waiting ten minutes for multiple castings of the Heal spell, just chug ten healing potions or buy a lesser wish for $74.
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Old 10-02-2018, 01:08 PM   #323
Skarg
 
Join Date: May 2015
Default Re: HEAL spell?

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Originally Posted by hcobb View Post
Instead of waiting ten minutes for multiple castings of the Heal spell, just chug ten healing potions or buy a lesser wish for $74.
Ten doses of healing potion cost at least $1500 and require you to carry them around and not get them broken, and can be used once.

Compare to a healing spell which costs nothing but fatigue and time and has no limit to the amount it can heal.

$74 lesser wishes are indeed crazy.
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Old 10-30-2018, 10:36 AM   #324
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Default Re: HEAL spell?

Revised

IQ 11 Heal(S) Prerequisites: Physicker or Vet or equivalent talents (depending on the subject) The wizard pays 5 fatigue then spends one minute (12 turns) in casting while in physical contact (hands or staff) with the still living target. During and after a successful casting the target suffers no further damage from blood loss. At the end of the minute the wizard rolls and on a success the target recovers one hit of damage. Each subject can only benefit from the best result of a Heal or Greater Heal spell cast in the past 24 hours. This spell doesn't regrow missing parts. See the regeneration spell for that.

IQ 14 Greater Heal(S) Prerequisites: Master Physicker/Vet or equivalent talents. exactly like Heal except that the fatigue cost is 10 and the subject regains 1d instead of 1 hit. As with Heal only the single most effective spell result in the past 24 hours applies, no matter how many times the target is injured.

If you really really want to you can cast Greater Heal over and over until you roll a 3 for triple effect. Good luck with that.
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Old 10-30-2018, 10:59 AM   #325
Skarg
 
Join Date: May 2015
Default Re: HEAL spell?

Me just thinking out loud:

For all healing spells that attempt to remove damage immediately:

If a wizard is not a physicker, a roll of 15 or greater on a healing spell does 1 die of damage to the patient.

If a wizard is not a master physicker, a roll of 16 or greater on a healing spell does 1 die of damage to the patient.

A roll of 17 does 2 dice of damage to the patient.

A roll of 18 does 3 dice of damage to the patient.

The above are all cumulative, so a non-physicker would harm patients at a rate of:
15: 1d
16: 2d
17: 4d
18: 5d

A physicker-wizard:
16: 1d
17: 3d
18: 4d

A master physicker-wizard:
17: 2d
18: 3d
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Old 10-30-2018, 01:46 PM   #326
larsdangly
 
Join Date: Dec 2017
Default Re: HEAL spell?

Folks need to play the games they want to play, but personally I wouldn't consider opening up magical healing in this way. I understand the argument that effectively free magical healing is already there because you can 'buy' a lesser wish for almost nothing. That doesn't carry any weight for me because I view the whole magic-for-hire angle to be a loophole that doesn't come up in my campaign. I would never consider giving characters access to something like that for pocket change (or any money, really). Setting that aside, I've played TFT in 'lethal' mode for so many years I don't think I would recognize it as the same game if PC's could re boot between encounters.
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