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#51 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#52 |
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Join Date: Aug 2012
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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. |
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#53 | |
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Join Date: Nov 2009
Location: Oregon
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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. |
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#54 |
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Join Date: Aug 2004
Location: Austin, TX
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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. |
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#55 | |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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#56 |
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Join Date: Aug 2012
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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? |
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#57 |
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Join Date: Jul 2007
Location: One Mile Up
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What are you doing here, exactly? Calculating the -5% of [30] and then rounding up before you apply it to the total? It doesn't affect the total here, but in general you want to add up all the Enhancements and Limitations before you do any rounding.
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#58 | |
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Join Date: Aug 2012
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Quote:
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 |
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#59 |
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Join Date: Aug 2004
Location: Austin, TX
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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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| Tags |
| cleric, healer, mage, magic, super |
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