Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 12-09-2019, 05:32 PM   #1
Bestial Warlust
 
Join Date: Jul 2018
Default Aid as a healing spell

Going by the spell description of the Aid spell this seems like it could be used as a temporary heal spell. Cast on a down figure it could be enough to revive someone for at least two hours until first aid or some other solution is applied. Does this sound correct or am I missing something about the spell.
Bestial Warlust is offline   Reply With Quote
Old 12-09-2019, 05:59 PM   #2
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Aid as a healing spell

ITL 18: "that ST must be used within 2 turns, or it is lost."

Take two typical mid-level wizards, each is ST 6, DX 14, IQ 20 with a 20 point powerstone in a staff.

Turn one Abby takes a light crossbow bolt for 10 damage and is now at adjST -4. Betty uses her powerstone to cast +5 ST Aid on Abby. Abby loses her turn to act because she fell down.

Turn two Abby uses the five points of Aided ST to cast Aid 5 ST on herself. On a successful roll she is again at ST 1 and has another two turn. (Is it legit to cast yourself down to -4 ST? Aren't you supposed to stop once you reach ST zero?)

Abby continues to cast self-Aid on herself until she fails.
__________________
-HJC
hcobb is offline   Reply With Quote
Old 12-09-2019, 07:36 PM   #3
Bestial Warlust
 
Join Date: Jul 2018
Default Re: Aid as a healing spell

Ack! thanks I'm used to d&d where a turn = 10 minutes, here the turns are 5 seconds.
Bestial Warlust is offline   Reply With Quote
Old 12-09-2019, 11:16 PM   #4
Skarg
 
Join Date: May 2015
Default Re: Aid as a healing spell

Yeah, in theory it could be done, but it would require a ton of energy to keep going for very long since the spells only last ten seconds (2 turns).

Any time spent at ST 0 or higher thanks to Aid would I think not count towards the one hour deadline to restore ST to 0, or to accomplish a revival. So if there's some race to get that done, Aid spells could at least buy you some more seconds or minutes. Probably not hours, though, since each minute would cost 6 ST per point of damage they are negative.
Skarg is offline   Reply With Quote
Old 12-10-2019, 03:23 AM   #5
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Aid as a healing spell

What happens when a figure spends 10 seconds at ST 0 followed by 59 minutes at ST negative five over and over again for a week?
__________________
-HJC
hcobb is offline   Reply With Quote
Old 12-10-2019, 12:39 PM   #6
Skarg
 
Join Date: May 2015
Default Re: Aid as a healing spell

Quote:
Originally Posted by hcobb View Post
What happens when a figure spends 10 seconds at ST 0 followed by 59 minutes at ST negative five over and over again for a week?
They permanently die 60 minutes and 10 seconds after going negative the first time.

Restoring to ST 0 by the Aid spell is not listed as one of the ways that the hour-to-permanently die gets reset.
Skarg is offline   Reply With Quote
Old 12-10-2019, 03:48 PM   #7
hcobb
 
hcobb's Avatar
 
Join Date: Aug 2004
Location: Pacheco, California
Default Re: Aid as a healing spell

How many healing potions can a figure pull out of their belt pouch and drink in 10 seconds?
__________________
-HJC
hcobb is offline   Reply With Quote
Old 12-10-2019, 05:28 PM   #8
larsdangly
 
Join Date: Dec 2017
Default Re: Aid as a healing spell

My players don't tend to find or make many healing potions, but if the issue came up I'd say you can uncork and consume 1 per turn.
larsdangly is offline   Reply With Quote
Old 12-10-2019, 06:14 PM   #9
Skarg
 
Join Date: May 2015
Default Re: Aid as a healing spell

I'd say one turn to ready and open if you have both hands free. And at least one turn to drink a potion.
Skarg is offline   Reply With Quote
Old 12-11-2019, 12:18 PM   #10
Helborn
 
Join Date: Aug 2005
Default Re: Aid as a healing spell

Plus SIX Turns to get it out of the Backpack (ITL 70) plus whatever time it takes to get TO your backpack. (2 Turns just to take it off).

BTW - it should not take any longer to drink a potion than it is to ready a molotail and light it (1 T)

Assuming it's not on your belt where it can be easily shattered......
__________________
Helborn
Helborn is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 12:36 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.