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 = Utility |
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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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Revision as of 12:56, 17 November 2008
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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.
Lore Benefits
Training in the Mental Lore, Transformation skill, as well as gaining ranks in the Empath Spell Base, will reduce the roundtime incurred by use of this spell.
Spiritual Lore, Blessings gives a chance (20% + 0.5% per extra rank above the requirement) for a scar to be healed when a minor wound is cured. The Blessings Lore requirements for head or neck scars:
Scar | Lore |
---|---|
A scar across the face or neck | 30 |
Old Neck Wounds or Severe Facial Scars | 70 |
Terrible Scars or Mutilation Wounds | 110 |
Related Articles
External Links
- Empath Base Spell Circle: Head Repair, on Play.net