Heal/Harm (1101): Difference between revisions

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(→‎Damage Formula (Lore Benefit): Use inline math for simple formula.)
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Through a feat of pure mental concentration, [[empath]]s 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.
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. 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.
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'''.
The duality of this spell is represented by its name—'''Heal/Harm'''.


== Heal ==
== Heal ==
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=== Messaging ===
=== Messaging ===


{| class="wikitable"
<pre{{log2|margin-right=35em}}>
! Cast/Cure
>CURE
You concentrate.
| <pre{{log-inline}}>You concentrate.
You feel a little better.
You feel a little better.</pre>
|}
</pre>

<div style="clear: both;"></div>
{{clear}}
== Harm ==
== 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).
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)===
===Damage Formula (Lore Benefit)===
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{{Equation box|{{math|Damage {{=}} 15 + (0.100 &times; ([[Endroll]] - 100)) + Manipulation Damage Bonus}}}}
{{Equation box|{{math|Damage {{=}} 15 + (0.100 &times; ([[Endroll]] - 100)) + Manipulation Damage Bonus}}}}


{|
:{| {{prettytable|1=text-align:center;}}
|
!align="right"|Mental Lore, Manipulation ranks||1||3||6||10||15||21||28||36||45||55||66
{| class="wikitable" style="width:100%; text-align:center;"
|-
|-
! style="width:240px;" | Mental Lore, Manipulation ranks
|align="right"|Damage bonus||1||2||3||4||5||6||7||8||9||10||11
| 0||1||3||6||10||15||21||28||36||45||55||66
|-
|-
! style="width:240px;" | Damage Bonus
|colspan="12"|
| 0||1||2||3||4||5||6||7||8||9||10||11
|-
|}
!align="right" colspan="2"|Mental Lore, Manipulation ranks||78||91||105||120||136||153||171||190||210||231
{| class="wikitable" style="width:100%; text-align:center;"
|-
! style="width:240px;" | Mental Lore, Manipulation ranks
| 78||91||105||120||136||153||171||190||210||231
|-
|-
! style="width:240px;" | Damage Bonus
|align="right" colspan="2"|Damage bonus||12||13||14||15||16||17||18||19||20||21
| 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: <math display="inline">15 + (150 - 100) \times .100 + 5 = 25 \ \mathrm{HP}</math>
For example, with a 150 endroll and 15 ranks of lore, the spell deals 25 HP damage:
<div style="margin-left:2em;">

{{math|15 + (0.100 &times; (150 - 100)) + 5 {{=}} 25}}
</div>
=== Messaging ===
=== Messaging ===

Success:

<pre{{log2|margin-right=26em}}>
{| class="wikitable"
! Success
| <pre{{log-inline}}>
You gesture at a kiramon worker.
You gesture at a kiramon worker.
CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177
CS: +216 - TD: +142 + CvA: +25 + d100: +78 == +177
Line 68: Line 82:
... 29 points of damage!
... 29 points of damage!
</pre>
</pre>
|-

Failure:
! Failure
<pre{{log2|margin-right=26em}}>
| <pre{{log-inline}}>
You gesture at a kiramon defender.
You gesture at a kiramon defender.
CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90
CS: +216 - TD: +177 + CvA: +25 + d100: +26 == +90
Line 76: Line 90:
A slight flush tints the defender's skin, but it quickly fades.
A slight flush tints the defender's skin, but it quickly fades.
</pre>
</pre>
|-

Using Harm on a creature with no blood:
! Using Harm on a creature<br />with no blood
<pre{{log2|margin-right=26em}}>
| <pre{{log-inline}}>
You gesture at a [[steel golem]].
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.
Finding no living blood upon which to draw, your questing magics pass harmlessly through the golem and lose cohesion.

Cast Roundtime 3 Seconds.
</pre>
<pre{{log2|margin-right=26em}}>
Empath gestures at a steel golem.
Empath gestures at a steel golem.
Empath takes on a look of intense concentration, but nothing happens.
Empath takes on a look of intense concentration, but nothing happens.
|}
</pre>

{{top}}
{{AR}}
{{AR}}
{{:fine sanguine flakes}}
{{:fine sanguine flakes}}

The Heal spell is also involved in crafting greater and full [[health potion]]s.


== Resources ==
== Resources ==
* [[/saved posts|Damage formula]]
* [[/saved posts|Saved posts]]
* [[Health potion]]
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=8#1101 Empath Base Spell Circle: Heal/Harm], on Play.net


[[Category: Attack Spells]]
[[Category: Attack Spells]]

Revision as of 12:31, 10 October 2017

Heal/Harm (1101)
Mnemonic [HEAL]
Duration Instantaneous
Healing Magic  
Subtype Healing & Attack 
Availability Self-cast & single-target 
Empath Base Spells
Harm (1101) Attack
Heal (1101) Healing
Limb Repair (1102) Healing
System Repair (1103) Healing
Head Repair (1104) Healing
Organ Repair (1105) Healing
Bone Shatter (1106) Attack
Adrenal Surge (1107) Utility
Empathy (1108) Attack
Empathic Focus (1109) Defensive
Empathic Assault (1110) Attack
Limb Scar Repair (1111) Healing
System Scar Repair (1112) Healing
Head Scar Repair (1113) Healing
Organ Scar Repair (1114) Healing
Wither (1115) Attack
Rapid Healing (1116) Healing
Empathic Link (1117) Attack
Herb Production (1118) Utility
Strength of Will (1119) Defensive
Sympathy (1120) Attack
Troll's Blood (1125) Healing
Intensity (1130) Defensive
Solace (1140) Healing
Regeneration (1150) Healing

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. The amount of blood restored is subject to the Empath's First Aid skill, Empath Base ranks, and their level.

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 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

Cast/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 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
Mental Lore, Manipulation ranks 0 1 3 6 10 15 21 28 36 45 55 66
Damage Bonus 0 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:

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!
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
#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.

Resources

* Saved posts