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Old 12-31-2018, 03:33 AM   #341
hcobb
 
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Default Re: HEAL spell?

Not to be a Doctor Grumpy, but what's with all these IRL surgeons bragging about their dexterity when TFT shows that they only need DX to brew potions?

Doctor Strange's hands are too jittery to drive straight? That's fine, go ahead and operate.
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Old 01-09-2019, 08:38 AM   #342
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Default Re: HEAL spell?

That still has unlimited uses per day.

How about:

IQ 13 Minor Regeneration(T) Has the same effect and limitations as the Sleep spell, but the subject stops bleeding and if allowed to sleep for a full hour they will heal one hit of damage not caused by fire, silver or acid. Each previous casting of this spell on the same subject within the past 24 hours adds one die to the casting roll. If the caster knows Physicker or Vet (depending on the subject) they ignore one of these penalty dice. If they know Master Physicker then they ignore another of the penalty dice for a humanoid target. Cost: 5 ST.

Critical failures of this spell have been hushed up, but it is rumored that it summons some sort of magical healing bacteria.
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Last edited by hcobb; 01-09-2019 at 10:52 AM.
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Old 01-09-2019, 09:44 AM   #343
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Originally Posted by hcobb View Post
That still has unlimited uses per day.

How about:

IQ 13 Minor Regeneration(T) Has the same effect and limitations as the Sleep spell, but the subject stops bleeding and if allowed to sleep for a full hour they will heal one hit of damage not caused by fire, silver or acid. Each additional casting within the past 24 hours adds one die to the casting roll. If the caster knows Physicker or Vet (depending on the subject) they ignore one of these penalty dice. If they know Master Physicker then they ignore another of the penalty dice for a humanoid target. Cost: 5 ST.

Critical failures of this spell have been hushed up, but it is rumored that it summons some sort of magical healing bacteria.
I like this one. I would specify that the limit/penalty is per patient (else someone might apply it per caster).
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Old 01-09-2019, 10:56 AM   #344
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I like this one. I would specify that the limit/penalty is per patient (else someone might apply it per caster).
Fixed up, thanks.

Point is to introduce this as a banned spell. If the PCs persist then they get to deal with the sleepwalking "zombies" with a taste for human flesh who regenerate one hit per hour.
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Old 01-09-2019, 11:59 AM   #345
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Limited as any other spells you use your ST for, in that you have to rest to restore your ST.
As discussed at great length months ago, problems with only having that sort of limit include that:

1) Fatigue recovers quite quickly with rest.
2) Fatigue can be replaced immediately with Aid and/or Drain ST.
3) The above lead to an extremely strong incentive to engage in tedious but powerful tactics where you want as many people to learn Aid as possible, and to be resting as much as possible per day.
4) The result is that lasting injuries become very very rare, and the incentive to stop and do magic healing and resting/Aid drills till max healing has been accomplished, is very high.
5) It creates a great desire and competitive necessity for having a healing wizard, and for wizards to spend a lot of their time and energy doing healing.
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Old 01-09-2019, 12:17 PM   #346
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4) The result is that lasting injuries become very very rare
I would note that this is generally considered a desirable result by people who want healing type spells in the first place.
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Old 01-09-2019, 12:29 PM   #347
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And with this last exchange, I believe my interest in this forum has expired.
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Old 01-09-2019, 01:10 PM   #348
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And with this last exchange, I believe my interest in this forum has expired.
Where did your previous post go? Did you delete it?
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Old 01-12-2019, 03:23 PM   #349
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For those who want a healing spell in their campaign, here are three to choose from. Use them as is or modify them as you see fit. If you find them unacceptable, so be it.

Lesser Heal (T) Cost is 4 ST to cast. Cures one hit of damage on himself or another. If a character has the Physicker/Veterinarian talent the cost becomes 3 ST. Master Physicker/Master Veterinarian reduces it to 2 ST. This reflects the caster's medical knowledge. This spell can be thrown in an emergency situation, but it is efficacious to touch the subject in the area of the wounds, the touch eliminating any DX penalty and providing a one point bonus of healing. Physicker, Master Physicker, Veterinarian and Master Veterinarian get a one point bonus to healing. Add a one point bonus per casting of this spell for Priest or Theologian. Can be combined with healing potions or scrolls and with Physicker/Master Physicker or other mundane healing efforts, but does not combine with any other Heal spell. It can only be used on injuries inflicted in the last hour and can only be used once on a specific injury.

Heal (T) For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. If a character has the Physicker/Veterinarian talent the ratio becomes 3 points per ST restored Master Physicker/Master Veterinarian reduces it to 2 points per ST restored. This reflects the caster's medical knowledge. This spell can be thrown in an emergency situation, but it is efficacious to touch the subject in the area of the wounds, the touch eliminating any DX penalty and providing a one point bonus of healing. Add a one point bonus per casting of this spell for Priest and two points for Theologian.
Can be combined with healing potions or scrolls and with Physicker/Master Physicker or other mundane healing efforts, but does not combine with any other Heal spell. It can only be used on injuries inflicted in the last hour and can only be used once on a specific injury. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make a poison go away.

Greater Heal (T) For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Plus this spell cures an additional two points of damage over and above the amount provided by the increments of ST. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make a poison go away. If a character has the Physicker/Veterinarian talent the ratio becomes 3 points per ST restored Master Physicker/Master Veterinarian reduces it to 2 points per ST restored. This reflects the caster's medical knowledge. This spell can be thrown in an emergency situation, but it is efficacious to touch the subject in the area of the wounds, the touch eliminating any DX penalty and providing a 2 point bonus of healing. Add a 1 point bonus per casting of this spell for Priest and 2 points for Theologian. Can be combined with healing potions or scrolls and with Physicker/Master Physicker or other mundane healing efforts, but does not combine with any other Heal spell. It can only be used on injuries inflicted in the last hour and can only be used once on a specific injury.
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Old 01-12-2019, 08:23 PM   #350
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Quote:
Originally Posted by warhorse11h View Post
For those who want a healing spell in their campaign, here are three to choose from. Use them as is or modify them as you see fit. If you find them unacceptable, so be it.

Lesser Heal (T) Cost is 4 ST to cast. Cures one hit of damage on himself or another. If a character has the Physicker/Veterinarian talent the cost becomes 3 ST. Master Physicker/Master Veterinarian reduces it to 2 ST. This reflects the caster's medical knowledge. This spell can be thrown in an emergency situation, but it is efficacious to touch the subject in the area of the wounds, the touch eliminating any DX penalty and providing a one point bonus of healing. Physicker, Master Physicker, Veterinarian and Master Veterinarian get a one point bonus to healing. Add a one point bonus per casting of this spell for Priest or Theologian. Can be combined with healing potions or scrolls and with Physicker/Master Physicker or other mundane healing efforts, but does not combine with any other Heal spell. It can only be used on injuries inflicted in the last hour and can only be used once on a specific injury.

Heal (T) For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. If a character has the Physicker/Veterinarian talent the ratio becomes 3 points per ST restored Master Physicker/Master Veterinarian reduces it to 2 points per ST restored. This reflects the caster's medical knowledge. This spell can be thrown in an emergency situation, but it is efficacious to touch the subject in the area of the wounds, the touch eliminating any DX penalty and providing a one point bonus of healing. Add a one point bonus per casting of this spell for Priest and two points for Theologian.
Can be combined with healing potions or scrolls and with Physicker/Master Physicker or other mundane healing efforts, but does not combine with any other Heal spell. It can only be used on injuries inflicted in the last hour and can only be used once on a specific injury. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make a poison go away.

Greater Heal (T) For each 4 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Plus this spell cures an additional two points of damage over and above the amount provided by the increments of ST. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make a poison go away. If a character has the Physicker/Veterinarian talent the ratio becomes 3 points per ST restored Master Physicker/Master Veterinarian reduces it to 2 points per ST restored. This reflects the caster's medical knowledge. This spell can be thrown in an emergency situation, but it is efficacious to touch the subject in the area of the wounds, the touch eliminating any DX penalty and providing a 2 point bonus of healing. Add a 1 point bonus per casting of this spell for Priest and 2 points for Theologian. Can be combined with healing potions or scrolls and with Physicker/Master Physicker or other mundane healing efforts, but does not combine with any other Heal spell. It can only be used on injuries inflicted in the last hour and can only be used once on a specific injury.
These seem pretty balanced. What IQ levels do you envision these spells being?
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