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05-28-2018, 06:26 PM | #1 |
President and EIC
Join Date: Jul 2004
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HEAL spell?
Comments?
Heal (T) (IQ 14) For each 3 points of ST that the wizard puts into this spell, he/she can cure one hit of damage on himself or another. Heal will also restore lost fatigue from spellcasting, etc., but rarely is it practical to use it this way. Heal will cure HT already lost to disease and poison, but it will not cure the disease nor make a poison go away. It is possible to place healing magic into an artifact, but such things are rare and costly, and work no better than a mage with the Heal spell and a strength battery or a corps of apprentices. Healing scrolls, on the other hand, are common. As with other scrolls, the magic comes from the scroll and the strength comes from the caster. Comments: There is no HEAL spell in the original game because of concerns that it would make an adventuring party too self-sufficient. I no longer think that is a big problem. I can imagine making it IQ 13, but no easier; this should be a spell that most wizards don’t have. Perhaps a Master Physicker who knows this spell would restore lost hits at only 2 ST each? I like synergies between Master Physicker and other kinds of healing. |
05-28-2018, 07:08 PM | #2 | |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
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That's my 2 cents on the above rules draft. Nice job! Addendum Also, this spell relives the party of the time requirement that the Physicker Talents requires to use, and therefore negates the GM's ability to advance the Labyrinth Monsters closer to the party as they heal quietly to enjoy the benefit of healing - and that reduces the overall tension in the game - so more reasons why I feel the cost to the players should be higher at 4 to 1, compensating for the loss of time constriction, and balances the loss with the tension-filled dilemma of "Do we waste our Wizard to heal Monty, the Unconscious' or,... do we stop and try to heal him here with our Physicker and watch for trolls, or do we drag him behind as a lodestone and liability, or leave him for the slimes?" Having an on-demand supply of Wiz-o-Fix just kills all that drama and play-value. JK Last edited by Jim Kane; 05-29-2018 at 02:34 PM. Reason: Addendum |
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05-28-2018, 07:33 PM | #3 |
Join Date: Oct 2015
Location: New England
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Re: HEAL spell?
I'd consider having the spell give the caster the abilities of Physicker or Master Physicker talent, instead, so that healing is not too rapid.
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05-28-2018, 08:08 PM | #4 | |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
Quote:
Can you clarify with more details, please. Thanks. JK |
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05-29-2018, 10:40 AM | #5 | |
Join Date: Oct 2015
Location: New England
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Re: HEAL spell?
Quote:
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05-29-2018, 11:05 AM | #6 |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
Thanks for the clarification SHOSTAK.
JK |
05-28-2018, 08:40 PM | #7 |
Join Date: Feb 2018
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Re: HEAL spell?
All good comments so far, we definitely need to be careful and make injury real and serious. IQ 14, and probably 4:1 as Jim has suggested might make sense.
And remember, Physicker can only be used once on a set of injuries to avoid unrealistic healing by multiple people or in succession if camped somewhere. There probably should be some similar consideration given to the magical side of things. No new damage, no new magical healing. Again, I don't have my rulebook so correct me if wrong, but isn't fatigue gained back at 1 point per quarter hour and damage at 1 point per 2 days of actual regulated rest? So let's see...a ST-13 IQ-14 wizard with this spell (say with DX - 10, being about a 37 point wiz), say at the SJ rate of 3:1 ratio could heal a ST-13 hero from adjST-1 to 5 strength, rest 3 hours to regain his strength of 13, then repeat to take hero to adjST - 9, rest 3 hours, then hero to 13 and full strength, rest 3 hours to regain exhaustive strength. So if my late night math is good, 9 hours to restore two man party to full health if one is taken down to unconsciousness. If the hero was on his own but safe, 24 *days* to fully heal. So with spell, one "working" unmolested day to fully regain ST, without, almost a month. Not judging, is this what we want in TFT? I'm not sure... :0 |
05-28-2018, 08:56 PM | #8 |
Join Date: Feb 2018
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Re: HEAL spell?
Oh, and not to get off topic, but we have found that there are, somewhat, critical IQ levels for heroes and wizards that by default people designing characters will often rest on.
For instance, IQ 11 is popular because illusion, whereas 10 is rarely taken except in passing to 11.. ;) IQ 14 is popular, if I remember, cuz lightning, besting out 13, etc. etc. If memory serves, for example, because it just usually doesn't make a lot of sense to be one shy of that very special spell, people rarely take or stay at IQs as wizards, say, of 8, 10, 13 and favor 9, 11, 12, 14, at least in our group. The same can hold true for heroes. So my point is, placement of a spell or talent can game the IQs that people will squat on, often then shortchanging some of the other talents or spells because they lie in the twilight zone, so to speak, and just are not attractive enough to take in place of one in the zone nearby. |
05-28-2018, 09:31 PM | #9 | |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
Quote:
However, it is even more of reason why I would suggest keeping it in-line with the Master Physicker talent, as an IQ-14 Spell; and disturbing the established structure as little as possible. And if that doesn't flush with everyone, as our friend JLV is always so dutiful to remind everyone who offers "TFT tweaks" just before they go totally gonzo: if for no other reason "K.I.S.S." when in doubt. JK |
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05-28-2018, 09:02 PM | #10 | |
Banned
Join Date: Mar 2018
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Re: HEAL spell?
Quote:
JK Last edited by Jim Kane; 05-28-2018 at 09:10 PM. Reason: Typo |
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