Heal/Harm (1101): Difference between revisions

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Through a feat of pure mental concentration, an [[Empath]] is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with '''Heal''', which restores lost blood.
<section begin=description />Through a feat of pure mental concentration, an [[Empath]] is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with '''Heal''', which restores lost blood.<section end=description />


With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in [[Mental Lore, Manipulation]] increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood.
With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in [[Mental Lore, Manipulation]] increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood.
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=== Messaging ===
=== Messaging ===


{| class="wikitable"
<pre{{Log2|margin-right=35%}}>
! Cast/Cure
You feel a little better.
| <pre{{log-inline}}>You concentrate.
</pre>
You feel a little better.</pre>
|}


== Harm ==
== Harm ==
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Empath gestures at a steel golem.
Empath gestures at a steel golem.
Empath takes on a look of intense concentration, but nothing happens.
Empath takes on a look of intense concentration, but nothing happens.
</pre>
|}
|}



Latest revision as of 16:49, 25 January 2024

Heal/Harm (1101)
Mnemonic [HEAL]
Duration Instantaneous
Healing Magic  
Subtype Healing & Attack 
Availability Self-cast & single-target 
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Solace (1140) Healing
Regeneration (1150) Healing

Through a feat of pure mental concentration, an Empath is able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood.

With the aid of an artifact that was recently uncovered, Empaths have divined how to reverse this process, causing blood loss in their targets. Training in Mental Lore, Manipulation increases the amount of damage. Due to the nature of this attack, Harm only affects targets that are living and have blood.

The duality of this spell is represented by its name—Heal/Harm.

Heal

The Heal spell only heals the caster's own blood loss. To heal other people, use the TRANSFER verb.
  • PREPARE 1101 | CAST to cast this spell normally
  • CURE fully replenishes the caster's health at a cost of 1 MP per 10 HP healed

CAST costs 1 Mana Point (MP) and restores at least 10 Health Points (HP). When using CAST, the amount of blood restored is subject to the Empath's First Aid skill, Empath Base ranks, and their level.

CURE fully restores any lost health, but has a fixed rate of 1 MP per 10 HP.

Some minor healing roundtime is incurred, slightly more when using CURE. Training in Mental Lore, Transformation, as well as gaining spell ranks in Empath Base, will reduce healing roundtime.

The spell cannot be INCANTed to produce the healing effect. Targeting 1101 at inanimate objects will restore the empath's blood loss as well.

Messaging

Cast/Cure
You concentrate.
You feel a little better.

Harm

The healing powers of 1101 can be reversed on a target, causing them Harm. Harm only affects living targets that have blood to be lost and will cause health damage only (no critical damage or wounds).

  • PREPARE 1101 | CAST {target} or INCANT 1101 to cast the Harm aspect of this spell

Damage Formula (Lore Benefit)

The spell has a base (minimum) damage of 15 HP and a Damage Factor of 0.100. Training in Mental Lore, Manipulation provides an additional damage bonus based on a seed 1 summation of ranks.

Damage = 15 + (0.100 × (Endroll - 100)) + Manipulation Damage Bonus
Mental Lore, Manipulation ranks 0 1 3 6 10 15 21 28 36 45 55 66
Damage Bonus 0 1 2 3 4 5 6 7 8 9 10 11
Mental Lore, Manipulation ranks 78 91 105 120 136 153 171 190 210 231
Damage Bonus 12 13 14 15 16 17 18 19 20 21

For example, with a 150 endroll and 15 ranks of lore, the spell deals 25 HP damage:

15 + (0.100 × (150 - 100)) + 5 = 25

Messaging

Success
You gesture at a kiramon worker.
CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177
Warding failed!
A brief tremor ripples across the worker's skin, leaving a faint beading of scarlet in its wake.
... 29 points of damage!
Failure
You gesture at a kiramon defender.
CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90
Warded off!
A slight flush tints the defender's skin, but it quickly fades.
Using Harm on a creature
with no blood
You gesture at a steel golem.
Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion.

Empath gestures at a steel golem.
Empath takes on a look of intense concentration, but nothing happens.

Alchemy Recipe

Some fine sanguine flakes
  1. Add powder solution
  2. Add 2 doses of kobold skin from kobolds
  3. Boil
  4. Add powdered dark red-green bloodstone
  5. Simmer
  6. Add ayanad crystal
  7. Chant Heal (1101)

The Heal spell is also involved in crafting greater and full health potions.

Resources