12-09-2019, 05:32 PM | #1 |
Join Date: Jul 2018
|
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.
|
12-09-2019, 05:59 PM | #2 |
Join Date: Aug 2004
Location: Pacheco, California
|
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 |
12-09-2019, 07:36 PM | #3 |
Join Date: Jul 2018
|
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.
|
12-09-2019, 11:16 PM | #4 |
Join Date: May 2015
|
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. |
12-10-2019, 12:39 PM | #6 | |
Join Date: May 2015
|
Re: Aid as a healing spell
Quote:
Restoring to ST 0 by the Aid spell is not listed as one of the ways that the hour-to-permanently die gets reset. |
|
12-10-2019, 05:28 PM | #8 |
Join Date: Dec 2017
|
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.
|
12-10-2019, 06:14 PM | #9 |
Join Date: May 2015
|
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.
|
12-11-2019, 12:18 PM | #10 |
Join Date: Aug 2005
|
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 |
|
|