Head Repair (1104): Difference between revisions
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| mnemonic = HEDREP |
| mnemonic = HEDREP |
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| duration = Instantaneous |
| duration = Instantaneous |
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| type = |
| type = Healing |
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| subtype = Healing |
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| skill = None |
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| components = None |
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| availability = [[Self-cast]] |
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| navigation = {{Empath base navigation}} |
| navigation = {{Empath base navigation}} |
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:''The Head Repair spell only heals the caster's own wounds. To heal other people, use the '''[[TRANSFER]]''' verb.'' |
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<section begin=description />Reduces the severity of the caster's head or neck [[wound]]s.<section end=description /> |
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The purpose of Head Repair is for healing wounds to the head and neck, and, like all other healing spells, is selfcast only. Two (2) ranks in the [[Empath Base]] circle and an appropriate level (4) will allow the caster to heal minor head and neck wounds for 4 [[mana]] each. Nine (9) ranks in the [[Empath Base]] circle will allow the caster to heal bleeding head and neck wounds for 9 [[mana]] each. Bleeding head and neck wounds will incur a higher [[Healing roundtime]] than minor ones. |
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Initially, this spell can only cure minor wounds. Once an [[Empath]] has at least nine (9) Empath spell ranks, this spell can cure medium and major wounds at the cost of nine (9) mana points. |
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This spell can also be cast using the '''[[CURE]]''' verb. |
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== Lore Benefits == |
== Lore Benefits == |
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[[Mental Lore, Transformation]] reduces [[healing roundtime]] at a rate of -1 second for every 3 lore ranks. Roundtime is also reduced with Empath Base spell ranks, but the benefit is capped at level. |
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[[Spiritual Lore, Blessings]] |
[[Spiritual Lore, Blessings]] provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor head and neck scars require 30 lore ranks, medium head and neck scars requires 70 lore ranks, and major head and neck scars require 110 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank. |
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Blessings Lore requirements for head or neck scars: |
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{| {{prettytable}} |
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|110 |
|110 |
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== Related Articles == |
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* [[TRANSFER (verb)]] |
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== External Links == |
== External Links == |
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*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1104 Empath Base Spell Circle: Head Repair], on Play.net |
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1104 Empath Base Spell Circle: Head Repair], on Play.net |
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[[Category: Empath Base Spells]] |
Latest revision as of 13:09, 18 January 2023
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- The Head Repair spell only heals the caster's own wounds. To heal other people, use the TRANSFER verb.
Reduces the severity of the caster's head or neck wounds.
Initially, this spell can only cure minor wounds. Once an Empath has at least nine (9) Empath spell ranks, this spell can cure medium and major wounds at the cost of nine (9) mana points.
This spell can also be cast using the CURE verb.
Lore Benefits
Mental Lore, Transformation reduces healing roundtime at a rate of -1 second for every 3 lore ranks. Roundtime is also reduced with Empath Base spell ranks, but the benefit is capped at level.
Spiritual Lore, Blessings provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor head and neck scars require 30 lore ranks, medium head and neck scars requires 70 lore ranks, and major head and neck scars require 110 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.
Blessings Lore requirements for head or neck scars:
Scar | Lore |
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A scar across the face or neck | 30 |
Old Neck Wounds or Severe Facial Scars | 70 |
Terrible Scars or Mutilation Wounds | 110 |
External Links
- Empath Base Spell Circle: Head Repair, on Play.net