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01-11-2016, 01:39 PM
(This post was last modified: 01-11-2016, 01:42 PM by Chèvrelier.)
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?
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for the ???
Excaliber/Nova-Sword/(some really awesome name revolving around light) - Grants +5 Healing Aura for an hour
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I don't like 1st recover ability, as it is less useful than goodberry with the working in question, it stands to reason that the healing school should always be the best healers.
I generally like the reinclusion of light sphere spells back into healing, as I am a huge fan of the older Nero systems than I am of the multi-school model currently used at UW.
I also like how potion crafting has been reduced to a single 3rd level spell, it's fellow 3rd level spell really detracts from the usefulness of those with the physician skill, but, it does reduce unnecessary cheating.
The 9th level spell: spell storm turn undead / or 5 light. This is a tough spell, as life is the single best spell in the game. To make something worth preparing against it. It needs some pop.
Ether that, or a spell that touch casts a Distroy Formal Magic effect to any Dark, Blood (or necromantic) formal effects.
This spell can only be case on an incapacitated target.
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Quote:I don't like 1st recover ability, as it is less useful than goodberry with the working in question, it stands to reason that the healing school should always be the best healers.
There is a lot of power hidden in this spell, and although I appreciate that goodberry is a life saving wonder tool, we need to look at some of the benefits here.
- Recover can be cast instantly and delivered from a distance
- Recover will allow the target of the spell to instantly operate at full capacity
Compare this to goodberry where the player must cast the spell first, stand next to the player, do a count to feed the berry to the target, the target must then actually eat the berry, then and only then is the player at 1 body. You would then need to feed them a second berry to bring them back up to 2 allowing them to run or use skills.
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(01-11-2016, 02:40 PM)Briab Wrote: Quote:I don't like 1st recover ability, as it is less useful than goodberry with the working in question, it stands to reason that the healing school should always be the best healers.
There is a lot of power hidden in this spell, and although I appreciate that goodberry is a life saving wonder tool, we need to look at some of the benefits here.
- Recover can be cast instantly and delivered from a distance
- Recover will allow the target of the spell to instantly operate at full capacity
Compare this to goodberry where the player must cast the spell first, stand next to the player, do a count to feed the berry to the target, the target must then actually eat the berry, then and only then is the player at 1 body. You would then need to feed them a second berry to bring them back up to 2 allowing them to run or use skills.
I can respect that, I understand that the intent of the spell is to serve as the perfect pick me up, but it reduces the out of combat utility of healers, and lets be honest, a lot of people who take the healing school are non-combat players.
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(01-11-2016, 01:39 PM)Briab Wrote: Seventh Circle -
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.
Clarification for this one, what will this spell do to undead? I know the intention but I think RAW it would do 30 and give them 15 temp body.
(01-11-2016, 02:13 PM)Java Aquari Wrote: for the ???
Excaliber/Nova-Sword/(some really awesome name revolving around light) - Grants +5 Healing Aura for an hour
This isn't a bad idea, but it'll let a more veteran player completely invalidate the healing of a newer one (although the other spell option is life). I think what would work better here is something with an incredible utility that comes close to rivaling life.
There's also the possibility of having a a Healing equivalent to Banishment so that it destroys Lesser Undead and does 256 body to Greater.
I've been trying to think of one that involves mass stabilization or recovery that could fill the gap but don't have much I feel would get prepared over life.
Zone of Tranquility -
Duration - 1 hour
The caster generates a circle 10 feet in diameter. All those within the circle in their bleed count automatically stabilize to 0. Unconscious occupants in the circle may resist any effect that would put them in their death count. Leaving the circle once ends the ability to resist death effects for this casting of the spell even if the target re-enters
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(01-11-2016, 03:23 PM)Sevatar Loken Wrote: Zone of Tranquility -
Duration - 1 hour
The caster generates a circle 10 feet in diameter. All those within the circle in their bleed count automatically stabilize to 0. Unconscious occupants in the circle may resist any effect that would put them in their death count. Leaving the circle once ends the ability to resist death effects for this casting of the spell even if the target re-enters
I like this, but I think that the caster should have to physrep the circle, and I would state that anyone in the circle cannot be reduced into their bleed count, but can be killing blowed or deathed.
The players can exit or enter the circle as needed. the player must have either both feet planted in the circle, or their Buttocks / Groin and Chest/ Shoulder blades within the circle.
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(01-11-2016, 03:32 PM)crowles Wrote: (01-11-2016, 03:23 PM)Sevatar Loken Wrote: Zone of Tranquility -
Duration - 1 hour
The caster generates a circle 10 feet in diameter. All those within the circle in their bleed count automatically stabilize to 0. Unconscious occupants in the circle may resist any effect that would put them in their death count. Leaving the circle once ends the ability to resist death effects for this casting of the spell even if the target re-enters
I like this, but I think that the caster should have to physrep the circle, and I would state that anyone in the circle cannot be reduced into their bleed count, but can be killing blowed or deathed.
The players can exit or enter the circle as needed. the player must have either both feet planted in the circle, or their Buttocks / Groin and Chest/ Shoulder blades within the circle.
My thoughts with that, which is how I started the spell, is that 1) This is a great way to whittle something to death and then end the spell, 2) The only (rulebook, not magic item) solution to death counts is the life spell....which you memorized one less of because you took this spell.
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By preventing a player from entering their death counts, you reduce the weight of the death spell. A 9th level spell should not nerf a near infinite amount of death effects.
By preventing a player from entering into their bleed count, death effects still retain their potential, but a player will not die from conventional damage.
This spell prevents you from needing as many lifespells, while empowering lower level players to to use their healing. So, I love the basic concept, I just feel that it needed some limitations.
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(01-11-2016, 03:46 PM)crowles Wrote: By preventing a player from entering their death counts, you reduce the weight of the death spell. A 9th level spell should not nerf a near infinite amount of death effects.
By preventing a player from entering into their bleed count, death effects still retain their potential, but a player will not die from conventional damage.
This spell prevents you from needing as many lifespells, while empowering lower level players to to use their healing. So, I love the basic concept, I just feel that it needed some limitations.
Alright, but you have to see the circle and throw the death spell onto a person that is currently unconscious inside it in order for the spell to be stopped. It's the same kind of sense that stops you from throwing a death spell at someone you suspect has a shield magic or likewise on. Similarly, a 0 silver threshold will stop a slay and thus does 'nerf' a near infinite amount of slays. It, as written, wouldn't even stop the death effect on the person that cast the spell unless something knocked them unconscious. It should probably be added that the spell ends if the caster leaves the circle, which was my intention but I didn't put that in.
My personal bias is that I'd never prepare the version that just prevents the damage, as it doesn't feel as useful as just having a life spell. Potion of Dispel Magic was by no means a bad spell, it just didn't compete with life.
The concept probably does need some limitations but there's my arguments against those particular ones
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