Heal/Harm (1101)
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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. The amount of blood restored is subject to the Empath's First Aid skill, Empath spell 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.
The Heal portion of the spell replenishes ten (10) HPs to the caster at the cost of one (1) MP when CAST. Using the CURE verb to cast the spell replenishes more health at a higher cost in mana (1 MP for each 10 HP healed) and incurs increased healing roundtime. Mental Lore, Transformation skill, as well as gaining spell ranks in Empath Base, will reduce 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.
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
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 according to seed 1 of the summation chart.
Total Damage = 15 + (Endroll - 100) * .100 + Lore Bonus |
ML, Manipulation Ranks |
HP Damage Bonus |
ML, Manipulation Ranks |
HP Damage Bonus | |
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1 | +1 | 66 | +11 | |
3 | +2 | 78 | +12 | |
6 | +3 | 91 | +13 | |
10 | +4 | 105 | +14 | |
15 | +5 | 120 | +15 | |
21 | +6 | 136 | +16 | |
28 | +7 | 153 | +17 | |
36 | +8 | 171 | +18 | |
45 | +9 | 190 | +19 | |
55 | +10 | - | - |
Example:
With a 150 endroll and 15 ranks of lore:
15 + (50 * .100) + 5 lore bonus damage = 25 total 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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See Also
External Links
- Empath Base Spell Circle: Heal/Harm, on Play.net