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Post by logan9a on Jan 29, 2019 17:11:46 GMT
(click to expand image) NOTE: Healing is NOT universal. This sort of healing only works on humans and things much like humans. To heal undead, elementals, etc are totally different spells. Healing spells from the healing tree do not affect those creatures. ContentsRank OneRank TwoRank ThreeRank FourRank FiveRank SixRank SevenRank EightRank NineRank TenSpell DescriptionsRank OneCure poisons/diseases (SELF ONLY) Casting time: 1 round Range: Self Duration: Instantaneous MP cost: 2mp You are now free of any poisons or disease. Rank TwoAwaken Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 2mp This causes the target to wake up. Obviously, the caster can’t use it on themselves. It causes someone to wake up (though they may still be groggy, unhappy they’ve been backhanded, etc) from most forms of sleep including magical. There are special sorts of magic sleep which may contest the spell causing a duel of willpower, etc. Note that this doesn’t help regain MP so if someone is unconscious from that, they are just fucked. Rank ThreeCalm Casting time: 1 round Range: 1m Duration: Till target riled up again or sunup/sundown, GM discretion. MP cost: 4mp Note - this doesn’t work on one’s self. This doesn’t cure the target’s insanity but with a powerful backhand the caster can make them stop acting so fucking crazy for awhile. The target can function like a normal well adjusted person till sunup/sundown. Note that if someone has lost all of their sanity (and become an NPC) this spell doesn’t help. Even a little. They are all used up inside. Rank FourCure poisons/diseases (other) Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 2mp Target is now free of any poisons or disease. Rank FiveGive MP Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: Double whatever you are giving the other person. Example: Lisa wants to give 8mp to Fran. If it is successful, Lisa loses 16mp. If it fails, 8mp is lost by Lisa. Rank SixRegeneration of HP [credit: Pete] Casting time: 1 round Range: Self Duration: 6 rounds MP cost: 4mp At the beginning of each round for six rounds, the caster may heal one real point of damage if they remember to do so. If they forget to do so they don’t regenerate the HP. Note - you can only be under the effects of one over time HP/MP regen spell. One of each is OK but not 2 HP or 2 MP regen spells. Should others be cast, the strongest one stays on, the others cease. Regeneration of HP (other) [credit: Pete] Casting time: 1 round Range: 3m Duration: 6 rounds MP cost: 4mp At the beginning of each round for six rounds, the target of the spell may heal one real point of damage if they remember to do so. If they forget to do so they don’t regenerate the HP. The target is the same for the entire duration. Note - you can only be under the effects of one over time HP/MP regen spell. One of each is OK but not 2 HP or 2 MP regen spells. Should others be cast, the strongest one stays on, the others cease. Rank SevenRegenerate MP [credit: Pete] Casting time: 1 round Range: Self Duration: 4 hours or until a spell is cast. MP cost: 4mp Every hour, one fourth (round down) of the caster’s MP is regenerated. If the caster casts any spell before the end of the duration of this spell, this spell ends. Note - you can only be under the effects of one over time HP/MP regen spell. One of each is OK but not 2 HP or 2 MP regen spells. Should others be cast, the strongest one stays on, the others cease. Regenerate MP (other) [credit: Pete] Casting time: 1 round Range: 3m Duration: 4 hours or until a spell is cast. MP cost: 4mp Every hour, one fourth (round down) of the target’s MP is regenerated. The target is the same for the entire duration. If the target casts any spell before the end of the duration of this spell, this spell ends. Note - you can only be under the effects of one over time HP/MP regen spell. One of each is OK but not 2 HP or 2 MP regen spells. Should others be cast, the strongest one stays on, the others cease. Rank EightRestoration (limbs, eyes, etc) Casting time: 12 rounds Range: Self Duration: Instantaneous MP cost: 8mp Causes any one freshly removed missing thing to come back with a ‘pop’ noise. This does not regain any HP. Restoration (limbs, eyes, etc) (other) Casting time: 12 rounds Range: 1m Duration: Instantaneous MP cost: 8mp Causes any one freshly removed missing thing to come back with a ‘pop’ noise. This does not regain any HP. If something was missing before (like a hand) and you say ‘no problem’ and take off the whole arm, sure it will regrow. There may be SAN loss involved for all parties with this as well as a lot of pain for one of them. Note, the head or brain may never be grown back. Rank NineSuspended animation Casting time: 10 rounds Range: 1m Duration: Till a condition is met (kiss of a prince, etc) or a year and a day (max time) or caster ‘shuts off’ the spell with a touch. MP cost: 16mp This causes the touched individual to fall into a suspended animation for a long assed time. They don’t poop, need food, age, bleed to death, etc while in it. This only works on NPC’s because there is nothing more pointless and irritating than not being able to play your character. The target (if they don’t want to be in suspended animation) gets a willpower x3 roll to resist it. Note that any NPC’s who have been slated to die dramatically because the GM had wanted them to will automatically expire just before the casting time is done and still make you lose your MP. Save people who are trying to say a couple of cryptic words then die dramatically will you? Never! Rank TenFor the healing stuff (lv 10) see the 'boom boom' tree however instead of damage, it is in healing.
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Post by logan9a on Apr 24, 2019 14:10:44 GMT
Healing massively changed, see jpg.
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Post by Fantômas on Apr 24, 2019 15:15:25 GMT
Being a healing tree, I don't think a damage spell (Hurl magic d6 etc) belongs.
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Post by logan9a on Apr 24, 2019 16:31:34 GMT
I was thinking about it for throwing healing at people.
Note - using the same amount of damage as normal in the throw spell tree but healing instead.
Thoughts?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 24, 2019 21:27:57 GMT
That is extremely powerful. I would put it much farther up the tree. Heal self and other is already ahead of it. Imagine a healer throwing out d6 healing every round for an entire combat. Nobody would ever die. Well, far less likely.
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Post by logan9a on Apr 24, 2019 21:39:28 GMT
What level would you put the start of it at Freddy?
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on Apr 24, 2019 21:51:56 GMT
Probably 8. You'll be a proper healbot.
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Post by logan9a on Apr 24, 2019 21:59:47 GMT
Actually, after looking at it and considering - and going back to my old rule of 'what ever is best is higher level', I'm thinking crank it to 10.
Thank you Freddy. I was concerned about it before because yeah - super healing is not a great thing. It's like having super armor is bad. Super damage, less bad than super armor.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 12, 2019 22:01:45 GMT
Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on May 13, 2019 0:06:34 GMT
I see no reason of having any damage-dealing abilities in the Healing tree. Unless it's against zombies or something.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 15, 2019 18:22:44 GMT
I see no reason of having any damage-dealing abilities in the Healing tree. Unless it's against zombies or something. The tree is supposed to use the same "hurl magic" template as the boom boom spells for throwing healing at people. It would probably make sense for throwing healing at zombies or other undead to damage them, but it doesn't have to work that way.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on May 15, 2019 18:28:39 GMT
Healing
Cure poisons/diseases (SELF ONLY)
Casting time: 1 round Range: Self Duration: Instantaneous MP cost: 2mp
You are now free of any poisons or disease.
Cure poisons/diseases (other)
Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 2mp
Target is now free of any poisons or disease.
Awaken
Casting time: 1 round Range: 1m Duration: Instantaneous MP cost: 2mp
This causes the target to wake up. Obviously, the caster can’t use it on themselves. It causes someone to wake up (though they may still be groggy, unhappy they’ve been backhanded, etc) from most forms of sleep including magical. There are special sorts of magic sleep which may contest the spell causing a duel of willpower, etc. Note that this doesn’t help regain MP so if someone is unconscious from that, they are just fucked.
Calm
Casting time: 1 round Range: 1m Duration: Till target riled up again or sunup/sundown, GM discretion. MP cost: 4mp
Note - this doesn’t work on one’s self.
This doesn’t cure the target’s insanity but with a powerful backhand the caster can make them stop acting so fucking crazy for awhile. The target can function like a normal well adjusted person till sunup/sundown. Note that if someone has lost all of their sanity (and become an NPC) this spell doesn’t help. Even a little. They are all used up inside.
Give MP
Casting time: 1 round Range: 3m Duration: Instantaneous MP cost: Double whatever you are giving the other person.
Example: Lisa wants to give 8mp to Fran. If it is successful, Lisa loses 16mp. If it fails, 8mp is lost by Lisa.
Regeneration of HP
Casting time: 1 round Range: Self Duration: 6 rounds MP cost: 4mp
At the beginning of each round for six rounds, the caster may heal one real point of damage if they remember to do so. If they forget to do so they don’t regenerate the HP. Note - you can only be under the effects of one ongoing HP/MP (one of each is OK but not 2 HP or 2 MP regen spells) regaining effect at a time. Should others be cast, the strongest one stays on, the others cease.
Regenerate MP
Casting time: 1 round Range: Self Duration: 4 hours or until a spell is cast. MP cost: 4mp
Every hour, one fourth (round down) of the caster’s MP is regenerated. Note - you can only be under the effects of one ongoing HP/MP regaining effect at a time. Should others be cast, the strongest one stays on, the others cease.
Regenerate MP (other)
Casting time: 1 round Range: 3m Duration: 4 hours or until a spell is cast. MP cost: 4mp
Every hour, one fourth (round down) of the target’s MP is regenerated. Note - you can only be under the effects of one ongoing HP/MP regaining effect at a time. Should others be cast, the strongest one stays on, the others cease.
Restoration (limbs, eyes, etc)
Casting time: 12 rounds Range: Self Duration: Instantaneous MP cost: 8mp
Causes any one freshly removed missing thing to come back with a ‘pop’ noise. This does not regain any HP.
Restoration (limbs, eyes, etc) (other)
Casting time: 12 rounds Range: 1m Duration: Instantaneous MP cost: 8mp
Causes any one freshly removed missing thing to come back with a ‘pop’ noise. This does not regain any HP. If something was missing before (like a hand) and you say ‘no problem’ and take off the whole arm, sure it will regrow. There may be SAN loss involved for all parties with this as well as a lot of pain for one of them. Note, the head or brain may never be grown back.
Suspended animation
Casting time: 10 rounds Range: 1m Duration: Till a condition is met (kiss of a prince, etc) or a year and a day (max time) or caster ‘shuts off’ the spell with a touch. MP cost: 16mp
This causes the touched individual to fall into a suspended animation for a long assed time. They don’t poop, need food, age, bleed to death, etc while in it. This only works on NPC’s because there is nothing more pointless and irritating than not being able to play your character. The target (if they don’t want to be in suspended animation) gets a willpower x3 roll to resist it.
Note that any NPC’s who have been slated to die dramatically because the GM had wanted them to will automatically expire just before the casting time is done and still make you lose your MP. Save people who are trying to say a couple of cryptic words then die dramatically will you? Never!
For the level 10 healing stuff (see the 'boom boom' tree) however instead of damage, it is in healing:
Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d6 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (one Shot) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 4
Description: This is a once only occurrence. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Entire Combat) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: Till used or next sunup or sundown - whichever comes first MP cost: 6
Description: This lasts for the entire combat. I.E. can be used for one combat. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
Enhanced Elemental Damage (Day) [credit: Alex, Pete, Scott]
Casting time: 1 minute Range: 20m Duration: next sunup or sundown - whichever comes first MP cost: 8
Description: This lasts until sunset or sunrise. I.E. you can use this across multiple combats. Using the skill 'Throw Magic', you throw a damaging spell of this element at your target, doing 1d8 damage if it strikes. If the target has a weakness to the element, the damage is bumped up one on the damage track. If the target has a resistance to the element, the damage is bumped down one on the damage track. Dex bonus (if any) applies to the damage.
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on May 15, 2019 19:47:32 GMT
I see no reason of having any damage-dealing abilities in the Healing tree. Unless it's against zombies or something. The tree is supposed to use the same "hurl magic" template as the boom boom spells for throwing healing at people. It would probably make sense for throwing healing at zombies or other undead to damage them, but it doesn't have to work that way. Eh, fair point, but even so. There are plenty of other schools that deal damage. Think healing should be exclusively non-damage.
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Post by Fantômas on May 15, 2019 22:22:42 GMT
The tree is supposed to use the same "hurl magic" template as the boom boom spells for throwing healing at people. It would probably make sense for throwing healing at zombies or other undead to damage them, but it doesn't have to work that way. Eh, fair point, but even so. There are plenty of other schools that deal damage. Think healing should be exclusively non-damage. See posts from the 25th April in this very thread!
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PotatoJedi
DORA
Alex. Apparently Freddy now.
Posts: 1,823
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Post by PotatoJedi on May 16, 2019 1:28:31 GMT
Eh, fair point, but even so. There are plenty of other schools that deal damage. Think healing should be exclusively non-damage. See posts from the 25th April in this very thread! I forgot about that. xD Yeah, that's fine. No damage, level 10.
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