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(TFT) TFT: Healing Spells
I like Rick's idea of a spell that allows normal healing without bed
rest. I might adopt something like it for my own campaign.
I gave some thought to play balance between heal spells and heal potions.
A useful heal spell (like Andrew Morris's below) reduces the utility of
potions but doesn't eliminate them altogether (even at $150 a pop),
especially if spellcasters are limited to 25ST per day. I imagine
characters would still want a potion or two on their belts even with a
master physicker or heal-spelled wiz in the party.
IQ 12 SPELLS
HEAL (T): This spell heals physical wounds. Cost: 5 ST for
every hit healed, but only 4 ST if wizard also has the
Priest talent, or only 3 ST if wizard is also a Theologian
- but only if gods really do exist in the GM's campaign
(and the wizard worships a benevolent one), otherwise the
cost is 5 ST for everyone. You can assume gods do exist
if you're playing solitaire. [Andrew Morris]
I prefer this type of spell instead of the others I've seen here on the
list, and I prefer heal potions as they are in the rules, but I don't
strongly object to other GMs' methods. To each their own. 8^)
By the way, last year I came up with this useful alchemical potion:
REST: Each dose restores 1 ST lost from spell casting or
other fatigue. Normally comes in one-dose bottles, but
some wizards carry several doses in one handy bottle.
Requires a bottle of good wine ($30), $11 in common
ingredients and 1 week. Costs $80. [DCS]
Dave Seagraves
Seagraves Computers dseagraves@austin.rr.com 1 (512) 255-2760
Taco Bell: The criminal organization of the fast food industry
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