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



At 05:01 PM 6/19/2018, David Bofinger wrote:
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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.
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Rick's spell is more effective during combat, unless it replaces wounds with fatigue.

SJ's spell is somewhat more powerful after combat, in that it can heal all wounds, especially if you have multiple people with Aid and there is time to rest and/or you're traveling and have a wagon to rest the wizard and people with the Aid spell on. In that case, SJ's spell will heal like 35 points per day PER person with the Aid spell who can rest all day.

Rick's spell also needs limits on what it can heal and whether the damage caused by the spell can be healed by physickers, potions, other magic healing spells, or other people with the same spell. Otherwise it's not just an extremely high usable-in-combat healing spell, but it also doesn't have the "oh no the wizard lost 1 point of damage" drawback that is supposedly the compelling reason you'd consider not using it.

Even at IQ 12, hello beginning-point healer:

ST 8-11
DX 9-12
IQ 12
Melchior's Healing Spell

Could even be a non-wizard or someone with lowish DX, as long as he has IQ 12 and you have someone with the Aid spell to help him be able to cast the spell somewhat reliably. This guy is intended to use his ST for casting this spell. Even at the "reduced" version where 1 point of Melchior injury gets you 1:1d+1 or 2:2d+3, even a ST 8 version of this healer casting 1 point at a time 7 times gets you an average of 31.5 points of healing, so that's like $4725 worth of healing potion, plus if he survives and heals up, you can use him again, and apparently he can also heal key people DURING combat without them even having to pause to stop fighting.

I don't plan on using either Steve's healing spell or this.

I might consider using Steve's if it had the limit that it could not be used on already-treated wounds (even by physicking), and physicking couldn't improve wounds healed by it. Hmm and also if you could not jack up the healer's ST with the Aid spell so you could cast a massive healing spell - limit it to the wizard's actual ST, no ST batteries or staff ST or anything, or just give it a maximum points healed per wound/casting, such as 3, +1 for each level or Physicker you have, or maybe 2, +2 for each level of Physicker you have.