Re: Creating a Super Mage/Cleric
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Re: Creating a Super Mage/Cleric
Ok... I am still fighting with this one, and all of a sudden I came across the most basic of questions - how do you actually heal someone when using a "spells as powers" approach?
- The power "Healing" really does not seem to cut it at the steep 30 point cost, and with 250 point characters I can really imagine me stumbling across those -2 rolls to heal un unconscious fellow. I am not even going to talk about the -6 when attempting to recover a crippled limb... - Trying to use regeneration affecting others is simply too expensive... I am kind at a loss here, anyone that can give me some pointers on this one? Thank you in advance. |
Re: Creating a Super Mage/Cleric
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This combo only really works as AAs though. It's fine at [12] points, though even then it's pricier than what you'd spend for the main Healing spells. But at [59] points it doesn't seem worth it. It could actually be cheaper to just afflict the target with Fast Regeneration directly, and would spare the cleric a lot of personal suffering. |
Re: Creating a Super Mage/Cleric
Healing (Capped 8 FP -10%; Faith Healing 20%; Power Modifier -10%; Reliable +6 30%) [39] is pricey on the buy in, but lets you make healing rolls at IQ+6, which nicely handles that -2 penalty for unconscious people. Make it an alternate power of something (True Faith: Turning is classic) and it's not too bad.
You can also bring the cost down by reducing the FP cap, or adding other modifiers: I prefer Accessibility (Skin to skin contact, -20%) and Onset (Exposure Time, 1 minute, -30%) to bring it down to 24 points. Now my healer would have to touch the target for 1 minute to heal them, which renders it useless for in-combat healing. Still, the ability to make someone's wounds go away is a pretty potent ability, and shouldn't be cheap. |
Re: Creating a Super Mage/Cleric
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Re: Creating a Super Mage/Cleric
Ok, so.... After much soulsearching, this may be my main healing spell [apologies for the format]:
Healing 30 Xenohealing (All Mammals) [+20%] 6 Reduced Fatigue Cost 1 [+20%] 6 Capped 5 [-30%] -9 Nuisance Effect (Brightly glowing hands) [-5%] -2 Makes hiding difficult Magical [-10%] -5 Spell Components [-20%] -6 Must say "heal" in Latin Must gesture with hands Only 10 times a day (-10%) -3 Reliable +2 3 Total 20 Thoughts? |
Re: Creating a Super Mage/Cleric
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Re: Creating a Super Mage/Cleric
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Healing 30 Xenohealing (All Mammals) [+20%] Reduced Fatigue Cost 1 [+20%] Capped 5 [-30%] Nuisance Effect (Brightly glowing hands) [-5%] Makes hiding difficult Magical [-10%] Spell Components [-20%] Must say "heal" in Latin Must gesture with hands Reliable +2 (+10%) Total (30-4.5=25.5) 26 Towards all the more experienced healers out there, would this seem like an acceptable version of a healing spell for a 250 point starter? Thanks |
Re: Creating a Super Mage/Cleric
I'd ditch the reduced fatigue cost to save 6 CP. Otherwise, looks good to me assuming the GM will accept those limitations.
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