Heal/Harm (1101): Difference between revisions
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== Resources == |
== Resources == |
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* [[/saved posts|Damage |
* [[/saved posts|Damage formula]] |
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* [[Health potion]] |
* [[Health potion]] |
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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 |
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1101 Empath Base Spell Circle: Heal/Harm], on Play.net |
Revision as of 14:32, 30 March 2017
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Through a feat of pure mental concentration, empaths are able to heal their wounds, ranging from minor scratches to complete limb regeneration. This skill set begins with Heal, which restores lost blood. The amount of blood restored is subject to the Empath's First Aid skill, Empath Base ranks, and their level.
Empaths have divined how to reverse this process, and are able to harness the spell as an attack method to 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 to replenish more health at a higher mana cost (1 mana per 10 HP healed) and increased healing roundtime
The amount of HP replenished per cast increases with First Aid skill ranks and Empath Base spell training, as well as the empath's level. This bonus is only applied when using CAST instead of 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 benefit. Targeting 1101 at inanimate objects will restore the empath's blood loss as well.
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 and will cause hitpoint damage only (no critical damage).
Damage Formula (Lore Benefit)
The spell has a base (minimum) damage of 15 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.
Mental Lore, Manipulation ranks 1 3 6 10 15 21 28 36 45 55 66 Damage bonus 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:
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.
Alchemy Recipe
Some fine sanguine flakes |
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