Difference between revisions of "Caress Of Healing Fingers"
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~~Working on mechanics, any suggestions?~~ | ~~Working on mechanics, any suggestions?~~ | ||
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+ | Unclear and fuzzy mechanics, flavour/colour/aftereffects seem more Wood than Earth, and I'm still not sure how many health levels it can heal - half of the current damage? What about if it's cast again. Also, if the caster is on the Stamina turns before death, they'll likely be dying - casting during that is nearly impossible without other charms and things, as is doing anything else. You note it's exhausting to the caster but placement suggests it's only if the caster is dying. Also, rapid moderately-cheap healing of lots of aggravated damage (20m+2m per HL isn't that expensive for agg) all at once is very powerful, even with the penalty drawback. I like it but it seems a bit messy at the moment. <br> -- [[Darloth]] |
Latest revision as of 14:46, 24 May 2006
Caress of Healing Fingers
Cost: 1WP 10+M (2X this for Aggrivated Damage) +1 mote for each extra health level.
Mechanics- Instantly heals Essence+Motes spent damage of the target. Caster takes -1 for each health level healed. This effect lasts the rest of the day. It takes a total of 3 turns to complete.
This spell is of the Earth element and when use, the caster and subject are surrounded in a brilliant emerald light. The light fills in the wounds that she is attempting to heal and once the injuries have closed, they will forever bear leaf-like patterns over the wounds. The caster is wracked with the pain of the wounds of the individual she heals (hence the -1 to all rolls for the remainder of the day). The caster can heal up to half of the damage incurred or, if the caster is on those few turns (stamina) before death, the spell instantaneously heals all damage, regardless of the number of motes spent. A note, however, that this is exhausting to the caster.
~~Working on mechanics, any suggestions?~~
Unclear and fuzzy mechanics, flavour/colour/aftereffects seem more Wood than Earth, and I'm still not sure how many health levels it can heal - half of the current damage? What about if it's cast again. Also, if the caster is on the Stamina turns before death, they'll likely be dying - casting during that is nearly impossible without other charms and things, as is doing anything else. You note it's exhausting to the caster but placement suggests it's only if the caster is dying. Also, rapid moderately-cheap healing of lots of aggravated damage (20m+2m per HL isn't that expensive for agg) all at once is very powerful, even with the penalty drawback. I like it but it seems a bit messy at the moment.
-- Darloth