01-11-2016, 01:39 PM
As many of you are aware we are working on some major rules revisions this off season. We are looking at a lot of changes and I encourage anyone who is interested to join us at the Seminar day for more information.
Right at this very moment however, I am looking for some feedback on the proposed changes to the healing sphere. I am interested in hearing any thoughts you have and as you may notice I am also interested in suggestions for a new 9th circle spell.
First circle -
Recover - Puts the target at 2 body if they are below 2 body.
Turn Undead - This spell applies the cower effect to target lesser undead.
Second circle -
Cleanse - Like cure disease except specify to include nausea and plague as removable. Should affect magical and mundane diseases, but not curses i.e. lycanthropy, vampirism, etc.
Cure Wounds - This spell will heal the target 5 body. This will inflict 10 body damage to an undead target.
Third circle -
Potion of Sweetwater - Includes the effects of time extension. Acts as sweetwater, but other healing sphere spells may be cast into the potion for storage as potions. Lasts one year or until used. Should only affect spells in the 8th circle or lower.
Recuperate - This spell heals 1 body per minute until the target reaches full health or takes damage to body. This spell is designed to recoup large amounts of body between fights, not provide burst healing during fights.
Fourth circle -
Cure Serious Wounds - This spell will heal the target 10 body. This will inflict 20 body damage to an undead target.
Dawnblade Enchantment - This spell will imbue a target’s weapons to spellstrike 10 magic healing damage 3 times in the next 10 minutes, but it can only be inflicted on undead.
Fifth circle -
Bolster - This spell will heal the target 15 body. Additionally, any healing that exceeds the target's maximum body will grant them temporary body points equal to the excess. This effect can be dispelled, and the temporary body is removed before any other body points. Once depleted, or after 5 days, the effect ends. These body points cannot be healed by any means.
Restore Limb - Restores all of the target’s limbs.
Sixth Circle -
Cure Mortal Wounds - This spell will heal the target 20 body. This will inflict 40 body damage to an undead target.
Peaceful Repose - This spell extends the death count of a target by 1 minute. The target may also resist any necromantic raise spells that affect them. Peaceful Repose lasts 5 days.
Seventh Circle -
Death Ward - Acts as a defence against the next effect that will automatically drop the target into their death count. Encourages guilds to use more scary death effects.
Healing Hands - The next two targets touched by the caster will gain an effect that heals 15 body and provides an additional 15 temporary body points.
Eighth Circle -
Purify - Cures the target of any ailment, magical, alchemical, mundane, including silence or blindness or otherwise, so long as the source of the ailment is not a curse.
Heal - Restores the target to full health. Will instantly destroy lesser undead, and deals 50 magic body to greater undead.
Ninth Circle -
Life - As is.
??? Any Ideas?
Right at this very moment however, I am looking for some feedback on the proposed changes to the healing sphere. I am interested in hearing any thoughts you have and as you may notice I am also interested in suggestions for a new 9th circle spell.
First circle -
Recover - Puts the target at 2 body if they are below 2 body.
Turn Undead - This spell applies the cower effect to target lesser undead.
Second circle -
Cleanse - Like cure disease except specify to include nausea and plague as removable. Should affect magical and mundane diseases, but not curses i.e. lycanthropy, vampirism, etc.
Cure Wounds - This spell will heal the target 5 body. This will inflict 10 body damage to an undead target.
Third circle -
Potion of Sweetwater - Includes the effects of time extension. Acts as sweetwater, but other healing sphere spells may be cast into the potion for storage as potions. Lasts one year or until used. Should only affect spells in the 8th circle or lower.
Recuperate - This spell heals 1 body per minute until the target reaches full health or takes damage to body. This spell is designed to recoup large amounts of body between fights, not provide burst healing during fights.
Fourth circle -
Cure Serious Wounds - This spell will heal the target 10 body. This will inflict 20 body damage to an undead target.
Dawnblade Enchantment - This spell will imbue a target’s weapons to spellstrike 10 magic healing damage 3 times in the next 10 minutes, but it can only be inflicted on undead.
Fifth circle -
Bolster - This spell will heal the target 15 body. Additionally, any healing that exceeds the target's maximum body will grant them temporary body points equal to the excess. This effect can be dispelled, and the temporary body is removed before any other body points. Once depleted, or after 5 days, the effect ends. These body points cannot be healed by any means.
Restore Limb - Restores all of the target’s limbs.
Sixth Circle -
Cure Mortal Wounds - This spell will heal the target 20 body. This will inflict 40 body damage to an undead target.
Peaceful Repose - This spell extends the death count of a target by 1 minute. The target may also resist any necromantic raise spells that affect them. Peaceful Repose lasts 5 days.
Seventh Circle -
Death Ward - Acts as a defence against the next effect that will automatically drop the target into their death count. Encourages guilds to use more scary death effects.
Healing Hands - The next two targets touched by the caster will gain an effect that heals 15 body and provides an additional 15 temporary body points.
Eighth Circle -
Purify - Cures the target of any ailment, magical, alchemical, mundane, including silence or blindness or otherwise, so long as the source of the ailment is not a curse.
Heal - Restores the target to full health. Will instantly destroy lesser undead, and deals 50 magic body to greater undead.
Ninth Circle -
Life - As is.
??? Any Ideas?