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Re: [Slope: Ch 12] New Type of Healing Spell & Death Magic.



So the spell turns 1+1 or 2+3 normal damage into 1 or 2 incurable damage, worse because of rounding errors. At best 80% efficiency, plus whatever Physicker manages.

But that remaining 20% goes from multiple characters to one character. 

I think that might be a bad thing: if after healing everyone is OK except the healing wizard has distributed organ damage what does the party do? Wait around for him to get better despite everyone else being healthy already? Risk him being killed but try to protect him? Leave him behind in town? All are problematic. I suppose the best strategy might be to use healing to minimise the wounds of the most wounded character.

--
David

On 20 Jun. 2018 10:41 am, "Rick" <rick_ww@lightspeed.ca> wrote:
Hi David,
  The damage done by this spell to you, can’t be healed by 
ANY healing spell, including this spell cast by another user.

  Re: fatigue damage.  That is true in regular TFT, but a fair
number of fighters take a point of fST or two in my campaign.  
(To power magic items, allow them to sprint, etc.)  So that 
would be enough to keep them conscious.  But you’re right, 
in regular TFT if a person is unconscious, they will still be, 
after this spell is cast.

  But in the battle described, Argunt and Jaytem were 
retreating because they were so close to death.  If they 
were healthy but tired, they may well have fought more 
bravely.

  There is one important respect where this spell is less 
useful than SJ’s 3:1 fasting healing spell.  That spell can be 
cast to heal 1 point; and 45 minutes of rest later, you do it 
again; 45 minutes, again; 45 minutes, again; etc.  In a very 
brief time, all wounds (even on the casting wizard) are 
fixed.  This spell… not so much.

  Warm regards, Rick


On Jun 19, 2018, at 5:01 PM, David Bofinger <bofinger.david@gmail.com> wrote:

I was actually comparing with the SJ spell. Sure, compared with the weak healing spells you have now it's dynamite.

IIUC: The spell heals the damage but leaves a residue of fatigue. So instead of going negative hit points and almost dying, those three characters would have fallen unconscious. So there'd be minimal impact on the course of the battle. Unless I've misunderstood.

The bit about dancing referred to the after-battle healing process. But you're right, the in-battle effects are different to SJ, since the ST cost is much smaller.

You seem to think this spell is less effective than the SJ version but I think it is more effective because near-complete recovery (to 1 point of damage) is quite fast as long as you have two casters for it.

--
David


On Wed, 20 Jun 2018 at 09:47, Rick <rick_ww@lightspeed.ca> wrote:
HI David,
  What you missed is that this is a FAST healing spell.  It can be 
done in combat, and it is powerful enough that it will heal a 
significant amount of hits during combat.

  Let us say during the pirate fight, Gosel cast this spell 3 times 
and healed 12, 7 and 13 hits.  (I just rolled 3 pairs of dice.)  She
fixes up Argunt, Lt. Peerage and Jaytem.

  That battle would never have been in doubt and a dead NPC 
would have survived.  That hardly seems pointless to me.

  My current healing spells slow.  They are for after battles and 
change the time to heal from weeks to days.  But this spell is fast.

  Warm regards, Rick.


On Jun 19, 2018, at 4:35 PM, David Bofinger <bofinger.david@gmail.com> wrote:

It seems like the effect of the SJ healing spell is, "After you get hurt, do a little dance, wait a few hours and you are healthy", whereas the effect of the RS death healing spell is like that, only the waiting is less and the dance is a little more complex. I can't see the point of making the dance more complicated. In fact, the whole dance seems pointless, I'd probably rather just say, "OK, combat's over so you press the button on your magic tie-clip and you're healed," at least it doesn't waste anyone's time with redundant rolls and spell casting. I can't help feeling there's a more interesting requirement we could shove on characters to recover from injuries, though I'm not sure what it is. I was scribbling ideas for my unverifiable magic concept and one was that whenever you use the magic you incur obligation to the power that gave it to you, and when you have enough obligation you have to go on a quest, something the power wants done, to pay it off. Maybe not that, but we should all be trying to think of something more interesting than sitting around resting.

--
David




On Wed, 20 Jun 2018 at 07:48, Rick <rick_ww@lightspeed.ca> wrote:
Hi all, 
  Thanks for all the great feedback.

  I am assuming that this spell has to exist in the same universe as 
Steve Jackson’s easy combat speed healing at 3:1 ratio.  If that 
spell is not in existence, then this spell does not have to be so 
good.  In particular it can have a higher required IQ.

  I’m not going to allow SJ’s super fast and easy healing spell in my 
campaign so let us consider this version of the healing spell…


IQ 12
D … Melichors Healing.
The wizard takes 1 point of damage, but can heal 1d+1 points of damage on the subject. This spell may not be cast on yourself.  For double the cost, 2d+3 damage is healed.  Damage healed is converted into fST loss.  
(Example, you have taken 5 hits, and someone uses this spell to heal you fully.  All the damage is removed, but you are still down 5 fST.)
This damage is done directly to the wizard, by passing all armor, mundane and magical. This damage is distributed widely thru the wizard's organs and can not be healed by physickers, magical healing or healing potions. To recover from these wounds requires lengthy rest. Death type spells use thrown spell range adjustments.
COST 1 ST damage, or 2 ST damage.


The converting damage into fST could use a bit of explanation.  
Let us say that you do 6 points of damage to an enemy wizard.  
This is a big deal.  Not only is he wounded, but 6 fST are gone 
that won’t be used to kill you.

ANY sort of fast healing that can heal you in combat time, (not 
just this spell), can eliminate that advantage you earned in 
combat by healing both the damage AND the fST.  Converting 
the damage into fatigue does allow the super fast healing, but
the damage which you did to the wizard has not been totally 
negated.  At least that 6 fST is not coming back at you.

I hadnt worried about this before because my healing spells, 
are slow, and are cast after combat is over.  (And take days, 
not seconds to heal the subject.)

Warm regards, Rick.

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