Friday 20 January 2017

Sorcery: Healing Spells

Sorcery: Healing Spells

There are two healing spells in GURPS Thaumatology - Sorcery, and they are Minor Healing and Relieve Madness. While there are already many abilities and spells that damage or afflict creatures in some way, we should make some more diverse healing abilities to counteract the afflictions. To convert Lend Energy, I had to look up a post by Kromm, where he said that Heals FP Only, +0% seems like a fair limitation for Healing, but only if you make the ratio 1:1 instead of 1:2. To make HP healed by Lend Vitality temporary, I had to use Maximum Duration, 1 hour, -10%, even though Healing is not a valid advantage for it. I even ignored the "can't use the ability for 5 minutes" part. A similar limitation for Magery appears in GURPS Fantasy, and it's called Impermanent Magery, -10%, so I decided that -10% is a fair limitation value.

Body-Reading
Keywords: Information.
Full Cost: 14 points.
Casting Roll: IQ or Diagnosis.
Range: Unlimited.
Duration: Instantaneous.

Allows the caster to scan the subject’s body for internal damage – ruptured organs, internal bleedings, bone fractures, and even the sex of an unborn child. The GM will secretly roll against the caster’s IQ or Diagnosis minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the illnesses in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.
The spell does not reveal the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent Poisons or Diagnosis roll. Note that this spell is more difficult to cast on subjects of different species. It takes a -2 penalty if the subject is of a different species than the caster (an Elven wizard reading a human subject, for instance), -4 or worse if totally alien!
Statistics: Detect (Internal Damage; Sorcery, -15%; Touch- or Vision-Based, -15%) [14].

Lend Energy
Keywords: None.
Full Cost: 27 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By making physical contact with a subject, you may immediately heal him 1 FP per 1 FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells). You may lend energy to subjects of your own race and any “similar” races (GM’s call); e.g., a human can lend energy to other humans but not dogs or plants. This spell cannot increase the subject’s FP score above its normal maximum.
Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful lending. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Heals Fatigue Only, +0%; Magical, -10%) [27].

Lend Vitality
Keywords: None.
Full Cost: 14 points.
Casting Roll: IQ.
Range: Touch.
Duration: 1 hour.

By making physical contact with a subject, you may temporarily heal him 1d HP. This also automatically stops any bleeding. You may heal subjects of your own race and any “similar” races (GM’s call); e.g., a human can heal other humans but not dogs or plants. Healed HP disappear when the spell ends.
Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Cannot restore crippled limbs, -10%; Capped, 2 FP, -25%; Injuries Only, -20%; Magical, -10%; Maximum Duration, 1 hour, -10%; Reduced Fatigue Cost 1, +20%) [14]. Note: The 4 HP of healing has been converted to dice per p. B269.
  
Restore Hearing
Keywords: Buff.
Full Cost: 35 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Temporarily restores the subject’s hearing, regardless of what caused the loss. The eardrums or other organs of hearing must not be completely missing.
Statistics: Affliction 1 (HT; Accessibility, Eardrums must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Deafness, +200%; No Signature, +20%; Sorcery, -15%) [35].

Restore Sight
Keywords: Buff.
Full Cost: 65 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Temporarily restores the subject’s sight, regardless of what caused the loss. The eyes must not be completely missing.
Statistics: Affliction 1 (HT; Accessibility, Eye must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Blindness, +500%; No Signature, +20%; Sorcery, -15%) [65].

Restore Speech
Keywords: Buff.
Full Cost: 40 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Temporarily restores the subject’s speech, regardless of what caused the loss. The tongue and vocal cords cannot be completely missing.
Statistics: Affliction 1 (HT; Accessibility, Tongue and vocal cords must not be completely missing, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Mute, +250%; No Signature, +20%; Sorcery, -15%) [40].


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