From: Joerg Baumgartner (joe@toppoint.de)
Date: Tue 23 Sep 1997 - 19:40:00 EEST
>Thomas Gottschall wants to know:
>> I have a problem with the spirit magic 'Heal' spell. If I look at
>> sorcery I know exactly what 'Treat wounds' does.
Michael Cule
>You do? Clever lad! Mind explaining it to me? We've puzzled over it for
>hours...
>Have you seen the errata note that makes it a normal sorcery spell and not
>have the special duration? This means it is useless without Duration.
T'ain't.
Even without providing any regain of lost hit points, a successful use of
Treat Wounds with sufficient intensity stops bleeding, and diminishes the
dangers of infection. For a really good healing, the average Rokari knight
or sergeant would want a Neutralize Damage anyway...
Bleeding rules are a book-keeping terror, if your players don't accept
on-the-fly rulings, but they might be worth the effort.
>> If
>> this was really the case 'Heal' would be always better the Treat wounds
>> even with intensity 10 or more. Please help me out here !!!
>Heal is always better than Treat Wounds.
Yes. That's why I liked the Healsharp variant of Treat Wounds (suggested
some time during the RQ4 discussions) a lot, where each intensity of Treat
Wounds gave +5% to the success of the First Aid roll, and +1 to the damage
healed.
Treat Wounds is useless during combat - as should be all but the most
powerful healing spells... Otherwise the effective hit point total becomes
close to the stored magic point total. A spirit magic Heal (usually
affordable up to 4 points, everything beyond requires a Healer's vow, a
shamanic quest, or near-heroic bribes and efforts IMG) still is too
effective, but that's the inheritance of RQ2. It should at least take more
time and concentration.
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