Heal/Harm (1101): Difference between revisions
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=== Messaging === |
=== Messaging === |
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<pre{{Log2|margin-right=35%}}> |
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{| class="wikitable" |
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! Cast/Cure |
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</pre> |
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| <pre{{log-inline}}>You concentrate. |
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== Harm == |
== Harm == |
Revision as of 20:54, 28 January 2018
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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
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).
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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#Add powder solution #Add 2 doses of kobold skin from kobolds #Boil #Add powdered dark red-green bloodstone #Simmer #Add ayanad crystal #Chant Heal (1101) |
The Heal spell is also involved in crafting greater and full health potions.