01-13-2013, 08:52 AM | #1 |
Join Date: Aug 2004
Location: Cincinnati, OH
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[RPM] Healing
I am playing around with Ritual Path Magic, trying to get the hang of it before I run my first MH game. In particular I am wondering about healing spells. Here are my first attempts. What am I doing wrong?
First, a spell to simply heal injury. I guess this is a lesser effect. Though instantaneous healing seems like a bit much for a lesser effect to me. Perhaps a lesser effect should result in healing that happens over a period of time, similar to the “succor” ritual in Thaumatology (pg. 150)? Spell Effects: Lesser Restore Body. Inherent Modifiers: Healing Typical Casting, Light Injuries: Lesser Restore Body (4) + Healing, 1d+2 (2) + Subject Weight, 300 lbs. (3). 9 energy. Typical Casting, Moderate Injuries: Lesser Restore Body (4) + Healing, 3d (8) + Subject Weight, 300 lbs. (3). 15 energy. Typical Casting, Serious Injuries: Lesser Restore Body (4) + Healing, 6d (20) + Subject Weight, 300 lbs. (3). 27 energy. Now, a spell to heal a lasting crippling injury. I assume this is a lesser effect: Spell Effects: Lesser Restore Body x2 (one to make the lasting crippling temporary, the other to heal the damage.) Inherent Modifiers: Healing I figure the amount of injury healed should be fairly high, to ensure the healing is complete. I’m using the weight of the subject’s entire body. Should it be just the weight of the crippled body part, instead? Typical Casting: Lesser Restore Body (4) + Lesser Restore Body (4) + Healing, 3d (8) + Subject Weight, 300 lbs. (3). 19 energy. A spell to heal a permanent crippling injury. I figure this is a greater effect: Spell Effects: Greater Restore Body (to make the permanent crippling temporary), Lesser Restore Body (to heal the damage.) Inherent Modifiers: Healing Greater Effects: 1 Typical Casting: Greater Restore Body (4) + Lesser Restore Body (4) + Healing, 3d (8) + Subject Weight, 300 lbs. (3). 57 energy (19x3). Finally, a spell to stop bleeding, but nothing else: Spell Effects: Lesser Restore Body. Inherent Modifiers: None Typical Casting, Lesser Restore Body (4) + Subject Weight, 300 lbs. (3). 7 energy. |
01-13-2013, 09:19 AM | #2 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: [RPM] Healing
For the most part, you're taking the right approach, and yes, you always use the subject's full weight -- not like you probably even know how much "just his arm" weighs anyway. :)
However, what the upcoming RPM book will clarify is that a Lesser Restore Body effect is sufficient for healing HP up to twice as good as what normal first aid could accomplish in the setting. Past that, you need Greater Restore Body. (And before anyone starts pointing out the various ways one could interpret "in the setting," let me just state that it covers that as well.) You're also right in that Lesser Restore Body can heal temporary problems (like a temporary or lasting crippled limb) while Greater Restore Body is necessary for permanent ones. However, my preferred approach for spells that heal crippled or missing limbs is to use Altered Traits to negate the disadvantage in question. After all, whether your limb is crippled/missing isn't directly tied to whether you've healed the HP.
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01-13-2013, 09:38 AM | #3 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Healing
Quote:
But yeah, everything PK said. I'm glad to see the healing stats are leaked out now - there have been questions asked about this before and I can link this to other posters if need be. :-) I really ought to find all the RPM posts and rulings PK has made and put them into a thread somewhere...hmmm
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01-13-2013, 09:41 AM | #4 |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: [RPM] Healing
Thanks for the clarification. I'm puzzled about Altered Traits, though. I had assumed such an effect would be temporary. Am I to understand that if I use Altered Traits with Restore, the effect is permanent?
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01-13-2013, 09:56 AM | #5 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Healing
Restoring a lost leg or arm (or whatever) with Altered Traits would require a Restore effect and the Duration modifier. The repaired limb lasts as long as the spell. That said you could use a Strengthen effect and add Regrowth (and probably some Regeneration!) to regrow the limb permanently. At least that is how I've ruled it.
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01-13-2013, 10:30 AM | #6 |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: [RPM] Healing
Ah, okay. So is this right, to heal a permanently crippled arm, or regrow one that is missing?
Spell Effects: Greater Restore Body Inherent Modifiers: Altered Traits Greater Effects: 1 Typical Casting, for a HP 10 character: Greater Restore Body (4) + Altered Traits, Slow Regeneration and Regrowth (50) + Subject Weight, 300 lbs. (3) + Duration, 3 Days (8). 195 energy (65x3). It would be a bit cheaper in my campaign, though, since I use RPK’s house rules. :) |
01-13-2013, 11:33 AM | #7 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Healing
Quote:
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01-13-2013, 11:47 AM | #8 |
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Location: alocal
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Re: [RPM] Healing
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01-13-2013, 11:49 AM | #9 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [RPM] Healing
Here you go.
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