Heal/Harm (1101): Difference between revisions
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| mnemonic = HEAL |
| mnemonic = HEAL |
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| duration = Instantaneous |
| duration = Instantaneous |
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| type = |
| type = Healing |
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| subtype = Healing & Attack |
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| skill = None |
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| components = None |
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| availability = [[Self-cast]] & single-target |
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| navigation = {{Empath base navigation}} |
| navigation = {{Empath base navigation}} |
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}} |
}} |
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<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 /> |
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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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The '''Heal/Harm''' spell is a multifunction spell. In its healing form, Heal, it will cure blood loss for the empath. In its offensive form, Harm, it provides a one-mana [[CS]]-based attack spell. |
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The duality of this spell is represented by its name—'''Heal/Harm'''. |
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{{TOC limit|2}} |
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== Heal == |
== Heal == |
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:''The Heal spell only heals the caster's own blood loss. To heal other people, use the '''[[TRANSFER]]''' verb.'' |
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*{{boldmono|[[PREPARE]] 1101 {{!}} CAST }} to cast this spell normally |
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*{{boldmono|[[CURE]]}} fully replenishes the caster's health at a cost of 1 MP per 10 HP healed |
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{{mono|CAST}} costs 1 [[Mana Point]] (MP) and restores at least 10 [[Health|Health Point]]s (HP). When using {{mono|CAST}}, the amount of blood restored is subject to the Empath's [[First Aid]] skill, [[Empath Base]] ranks, and their [[level]]. |
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The '''Heal''' portion of the spell replenishes ten (10) [[health]] to the caster at the cost of one (1) [[mana]] when [[CAST (verb)|CAST]]. Using the [[CURE (verb)|CURE]] to cast the spell replenishes more health at a higher cost in mana and incurs increased [[roundtime]]. |
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{{mono|CURE}} fully restores any lost health, but has a fixed rate of 1 MP per 10 HP. |
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The spell cannot be [[INCANT (verb)|incanted]] to produce the healing benefit. Targetting Heal at inanimate objects will restore the empath's blood loss as well. |
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Some minor [[healing roundtime]] is incurred, slightly more when using {{mono|CURE}}. Training in [[Mental Lore, Transformation]], as well as gaining spell ranks in Empath Base, will reduce healing roundtime. |
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Training in the [[First Aid]] [[skill]] and the [[Empath Base]] [[spell circle]] as well as the empath's level increases the amount of blood loss replenished by Heal. |
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The spell cannot be{{boldmono| [[INCANT]]<nowiki>ed</nowiki> }}to produce the healing effect. Targeting 1101 at inanimate objects will restore the empath's blood loss as well. |
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Training in the [[Mental Lore, Transformation]] skill, as well as gaining spell ranks in the [[Empath Base]] [[spell circle]], will reduce the roundtime incurred by use of this spell. |
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=== Messaging === |
=== Messaging === |
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{| class="wikitable" |
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<div {{log}}> |
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! Cast/Cure |
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>cure |
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| <pre{{log-inline}}>You concentrate. |
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You feel a little better.</pre> |
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|} |
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== Harm == |
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You concentrate. |
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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). |
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*{{boldmono|[[PREPARE]] 1101 {{!}} CAST {target}}} or {{boldmono|[[INCANT]] 1101}} to cast the Harm aspect of this spell |
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You feel a little better. |
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</div> |
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===Damage Formula (Lore Benefit)=== |
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== Harm == |
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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. |
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The healing powers of 1101 can be reversed on a target, causing them '''Harm'''. |
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{{Equation box|{{math|Damage {{=}} 15 + (0.100 × ([[Endroll]] - 100)) + Manipulation Damage Bonus}}}} |
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Harm only affects living targets that have blood to be lost. |
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{| |
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=== Lore Benefits === |
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| |
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[[Mental Lore, Manipulation]] increases the amount of damage done by the spell. |
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{| class="wikitable" style="width:100%; text-align:center;" |
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|- |
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! style="width:240px;" | Mental Lore, Manipulation ranks |
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| 0||1||3||6||10||15||21||28||36||45||55||66 |
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|- |
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! style="width:240px;" | Damage Bonus |
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| 0||1||2||3||4||5||6||7||8||9||10||11 |
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|} |
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{| class="wikitable" style="width:100%; text-align:center;" |
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|- |
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! style="width:240px;" | Mental Lore, Manipulation ranks |
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| 78||91||105||120||136||153||171||190||210||231 |
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|- |
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! style="width:240px;" | Damage Bonus |
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| 12||13||14||15||16||17||18||19||20||21 |
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|} |
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|} |
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For example, with a 150 endroll and 15 ranks of lore, the spell deals 25 HP damage: |
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<div style="margin-left:2em;"> |
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{{math|15 + (0.100 × (150 - 100)) + 5 {{=}} 25}} |
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</div> |
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=== Messaging === |
=== Messaging === |
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Success: |
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<div {{log}}> |
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You gesture at a [[kiramon worker]]. |
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{| class="wikitable" |
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! Success |
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| <pre{{log-inline}}> |
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You gesture at a kiramon worker. |
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CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177 |
CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177 |
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Warding failed! |
Warding failed! |
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A brief tremor ripples across the worker's skin, leaving a faint beading of scarlet in its wake. |
A brief tremor ripples across the worker's skin, leaving a faint beading of scarlet in its wake. |
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... 29 points of damage! |
... 29 points of damage! |
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</ |
</pre> |
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|- |
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Failure |
! Failure |
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| <pre{{log-inline}}> |
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You gesture at a |
You gesture at a kiramon defender. |
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CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90 |
CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90 |
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Warded off! |
Warded off! |
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A slight flush tints the defender's skin, but it quickly fades. |
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</pre> |
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|- |
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! Using Harm on a creature<br />with no blood |
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| <pre{{log-inline}}> |
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You gesture at a [[steel golem]]. |
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Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion. |
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Empath gestures at a steel golem. |
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A slight flush tints the defender's skin, but it quickly fades. |
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Empath takes on a look of intense concentration, but nothing happens. |
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</div> |
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</pre> |
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|} |
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{{AR}} |
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{{:fine sanguine flakes}} |
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The Heal spell is also involved in crafting greater and full [[health potion]]s. |
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== Related Articles == |
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* [[TRANSFER (verb)]] |
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== |
== Resources == |
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*[[/saved posts|Saved posts]] |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1101 Empath Base Spell Circle: Heal/Harm], on Play.net |
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*[[Empath Base/saved posts]] |
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[[Category: |
[[Category: Attack Spells]] |
Latest revision as of 16:49, 25 January 2024
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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.
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. |
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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).
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 |
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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! |
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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 |
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The Heal spell is also involved in crafting greater and full health potions.