Healing spells

From: Luc Lavergne <arkat_at_rocketmail.com>
Date: Wed, 24 Sep 1997 14:04:55 -0700 (PDT)

     Here is an alternative rule to include some kind of long term effect to wounds. The rule is simple : just one heal spell can be cast at a single wound per day. So if Arquak the duck received two sword blows from one of Delecti's skeletons, Zara, a duck healer with a heal 3 spell, could cast one spell at the first wound (a 4 point blow to the abdomen without any armor, so there's still 1 point left to be recovered later) and another for the other wound (a 6 point blow to the head, blocked by 4 points of armor from Arquak's helmet, leaving 2 points to be healed completely by the Heal 3 spell)

     Also, to make such partially recovered wounds affect the character, each HP lost to a hit location would reduce all skills using this particular location by 1 point. So, Arquak the duck would suffer from a 1% penalty to any agility skill, and some other skills where his legs, or abdom, is useful. Wound to the chest would affect all actions using anything below the head.

     A side effect to the use of this rule is to make heal 6 spells much more powerful than six heal 1 spells. This way, a warrior with the heal 1 spell would maybe refrain from casting it to his major wound, since he would have to wait a day until he could cast it again, or whoever else on this particular wound. It also makes a difference between a lot of small scratches and one single deep and open wound. Of course, players will have to take note of the wounds they received, which is just normal.

     CA healers could have some advantage over this, such as beaing able to cast several spells at a single wound ...

                                       Luc Lavergne 
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