Heal/Harm (1101)

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Heal/Harm (1101)
Mnemonic [HEAL]
Duration Instantaneous
Utility 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


The Heal/Harm spell is a multifunction spell. In its healing form, Heal, it will cure blood loss for the empath. In its offensive form, Harm, it provides a one-mana CS-based attack spell.

Heal

The Heal portion of the spell replenishes ten (10) health to the caster at the cost of one (1) mana when CAST. Using the CURE to cast the spell replenishes more health at a higher cost in mana and incurs increased roundtime.

The spell cannot be incanted to produce the healing benefit. Targetting Heal at inanimate objects will restore the empath's blood loss as well.

Training in the First Aid skill and the Empath Base spell circle as well as the empath's level increases the amount of blood loss replenished by Heal.

Training in the Mental Lore, Transformation skill, as well as gaining spell ranks in the Empath Base spell circle, will reduce the roundtime incurred by use of this spell.

Messaging

>cure

You concentrate.

You feel a little better.

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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.

15 base damage + (endroll - 100 * .100) + lore bonus = total damage

Example:

With a 150 endroll and 15 ranks of lore:

15 + (50 * .100) + 5 lore bonus damage = 25 total damage

Mental Lore, Manipulation Bonus

Training in Mental Lore, Manipulation adds a +1 HP damage bonus per seed 1 of the summation chart.

ML, Manipulation
Ranks
HP Damage
Bonus
ML, Manipulation
Ranks
HP Damage
Bonus
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 - -
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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!

Success third-person:

xxx appears to be focusing his thoughts while chanting softly...

xxx gestures at a fire salamander.

CS: +40 - TD: +9 + CvA: +25 + d100: +77 == +133

Warding failed!

A brief tremor ripples across the salamander's skin, leaving a faint beading of scarlet in its wake.

... 18 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.

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