I just had an idea for a different 9th level spell.
Circle of Recuperation:
Caster creates a circle around themselves that bestows the recuperation effect on anyone inside the circle. The circle lasts 1 hour or until the caster leaves the circle.
Other healing spells the caster casts while in the circle are doubled in value. The caster denotes this by saying "boosted" before calling out the boosted damage.
"I invoke healing to Cure Critical Wounds. Boosted 40 body healing." Undead would take 80 body in this example.
This means the circle is primarily used between fights to help groups of people recover, however, if the healer intends to pump a lot of healing into undead in one shot, this spell will significantly boost their healing output at the cost of mobility. If the caster leaves the circle its effects end, so they have to stay in one spot to make use of the boosted damage, but could still duck, dodge and weave from incoming attacks.
Healing circle is a 1st level ritual, so this spell would infringe on it somewhat, but it balances that by having a smaller duration and forcing the caster to remain inside the circle in order for it to remain active.
Also, I mentioned the recuperation effect may be too close to the alchemical regeneration effect and may cause confusion. regardless of which effect ends up in the healing sphere, this spell would work both ways.
Circle of Recuperation:
Caster creates a circle around themselves that bestows the recuperation effect on anyone inside the circle. The circle lasts 1 hour or until the caster leaves the circle.
Other healing spells the caster casts while in the circle are doubled in value. The caster denotes this by saying "boosted" before calling out the boosted damage.
"I invoke healing to Cure Critical Wounds. Boosted 40 body healing." Undead would take 80 body in this example.
This means the circle is primarily used between fights to help groups of people recover, however, if the healer intends to pump a lot of healing into undead in one shot, this spell will significantly boost their healing output at the cost of mobility. If the caster leaves the circle its effects end, so they have to stay in one spot to make use of the boosted damage, but could still duck, dodge and weave from incoming attacks.
Healing circle is a 1st level ritual, so this spell would infringe on it somewhat, but it balances that by having a smaller duration and forcing the caster to remain inside the circle in order for it to remain active.
Also, I mentioned the recuperation effect may be too close to the alchemical regeneration effect and may cause confusion. regardless of which effect ends up in the healing sphere, this spell would work both ways.
Lead Shaper Jericho - 2014
Armour Marshal - Jericho
rob@larp.ca
email is the best way to contact me.
Armour Marshal - Jericho
rob@larp.ca
email is the best way to contact me.