Limb Repair (1102): Difference between revisions

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| mnemonic = LIMREP
| mnemonic = LIMREP
| duration = Instantaneous
| duration = Instantaneous
| type = utility
| type = Healing
| subtype = Injury
| skill = None
| components = None
| availability = [[Self-cast]]
| navigation = {{Empath base navigation}}
}}
}}
:''The Limb Repair spell only heals the caster's own wounds. To heal other people, use the '''[[TRANSFER]]''' verb.''


<section begin=description /><noinclude>'''Limb Repair''' reduces</noinclude><includeonly>Reduces</includeonly> the severity of one of the caster's limb [[wound]]s. Limb wounds are considered to be the right and left hand, the right and left arm, and the right and left leg. Limb Repair leaves a scar in place of the healed wound, with severity equal to that of the original wound.<section end=description />
The purpose of Limb Repair is for healing wounds to the arms, hands, and legs, and, like all other healing spells, is selfcast only. Two (2) ranks in the [[Empath Base]] circle and an appropriate level (2) will allow the caster to heal minor limb wounds for 2 [[mana]] each. Seven (7) ranks in the [[Empath Base]] circle will allow the caster to heal bleeding limb wounds for 7 [[mana]] each. Bleeding limbs will incur a higher [[Healing roundtime]] than minor limb wounds.


Initially, this spell can only cure minor wounds. Once an Empath has at least seven Empath Base spell ranks, this spell can cure medium and major wounds at the cost of seven [[mana point]]s.
Training in the [[Mental Lore, Transformation]] skill, as well as gaining levels, will reduce the roundtime incurred by use of this spell.


This spell can also be cast using the '''[[CURE]]''' verb to target a specific limb wound.
== Related Articles ==
* [[TRANSFER (verb)]]


''Each cast of Limb Repair reduces a wound's severity by one level, so a major wound will take three casts to fully heal.''
[[Category: Empath Base Spells]]

== Lore Benefits ==

[[Mental Lore, Transformation]] reduces [[healing roundtime]] (RT). Base healing RT is 10 seconds for minor wounds and 20 seconds for medium/major wounds. RT is reduced by 1 second for every 3 ranks of Mental Lore, Transformation.

Healing RT is also reduced by 1 second for every 4 Empath Base spell ranks known above 2, capped at the Empath's level. (Example: At level 6 and with 6 ranks of Empath Base, roundtime reduction is 1 sec. At level 10 and with 10 ranks of Empath Base, roundtime reduction is 2 sec.) This is cumulative with the benefit from Transformation lore.

[[Spiritual Lore, Blessings]] provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor limb scars require 10 lore ranks, medium limb scars requires 50 lore ranks, and major limb scars require 90 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.

Blessings Lore requirements for healing limb scars:
{| {{prettytable}}
|- bgcolor="lightblue"
!Scar
!Ranks
|-
|Old Battle Scars
|10
|-
|Mangled Limbs
|50
|-
|Missing Limbs
|90
|}

== Messaging ==

{| class="wikitable"
!Cast/Cure
|<pre{{log-inline}}>
>CURE RIGHT HAND
You concentrate.
Your right hand feels better.
The scar on your right hand glows faintly white before fading altogether.
</pre>
|}

Latest revision as of 13:46, 18 January 2023

Limb Repair (1102)
Mnemonic [LIMREP]
Duration Instantaneous
Healing Magic  
Subtype Injury 
Availability Self-cast 
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 Limb Repair spell only heals the caster's own wounds. To heal other people, use the TRANSFER verb.

Limb Repair reduces the severity of one of the caster's limb wounds. Limb wounds are considered to be the right and left hand, the right and left arm, and the right and left leg. Limb Repair leaves a scar in place of the healed wound, with severity equal to that of the original wound.

Initially, this spell can only cure minor wounds. Once an Empath has at least seven Empath Base spell ranks, this spell can cure medium and major wounds at the cost of seven mana points.

This spell can also be cast using the CURE verb to target a specific limb wound.

Each cast of Limb Repair reduces a wound's severity by one level, so a major wound will take three casts to fully heal.

Lore Benefits

Mental Lore, Transformation reduces healing roundtime (RT). Base healing RT is 10 seconds for minor wounds and 20 seconds for medium/major wounds. RT is reduced by 1 second for every 3 ranks of Mental Lore, Transformation.

Healing RT is also reduced by 1 second for every 4 Empath Base spell ranks known above 2, capped at the Empath's level. (Example: At level 6 and with 6 ranks of Empath Base, roundtime reduction is 1 sec. At level 10 and with 10 ranks of Empath Base, roundtime reduction is 2 sec.) This is cumulative with the benefit from Transformation lore.

Spiritual Lore, Blessings provides for a chance for a scar to be healed when a minor wound is cured at the same location. Minor limb scars require 10 lore ranks, medium limb scars requires 50 lore ranks, and major limb scars require 90 lore ranks. The base chance to heal the scar is 20%, with additional training past the required threshold adding +0.5% per rank.

Blessings Lore requirements for healing limb scars:

Scar Ranks
Old Battle Scars 10
Mangled Limbs 50
Missing Limbs 90

Messaging

Cast/Cure
>CURE RIGHT HAND
You concentrate.
Your right hand feels better.
The scar on your right hand glows faintly white before fading altogether.