Heal/Harm (1101): Difference between revisions
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A slight flush tints the defender's skin, but it quickly fades. |
A slight flush tints the defender's skin, but it quickly fades. |
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Using Harm on a creature with no blood: |
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<div {{log}}> |
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You gesture at a [[steel golem]].<br> |
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Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion.<br> |
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Cast Roundtime 3 Seconds. |
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<div {{log}}> |
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Empath gestures at a steel golem. |
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Empath takes on a look of intense concentration, but nothing happens. |
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Revision as of 19:32, 22 April 2010
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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.
Heal
The Heal portion of the spell replenishes ten (10) health to the caster at the cost of one (1) mana when CAST. Using the CURE to cast the spell replenishes more health at a higher cost in mana and incurs increased roundtime.
The spell cannot be incanted to produce the healing benefit. Targetting Heal at inanimate objects will restore the empath's blood loss as well.
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.
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.
Messaging
>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.
Lore Benefits
Mental Lore, Manipulation increases the amount of damage done by the spell.
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.
Cast Roundtime 3 Seconds.
Empath gestures at a steel golem. Empath takes on a look of intense concentration, but nothing happens.
Related Articles
See Also
External Links
- Empath Base Spell Circle: Heal/Harm, on Play.net