From: Graeme A Lindsell (gal502@cscgpo.anu.edu.au)
Date: Thu 26 Aug 1993 - 22:11:17 EEST
Joerg wrote:
> First Aid implements that there is later help, which mostly isn't the case
> RQ. Treat wounds is already occupied by the sorcery spell. Is there any
> English parallel for the German "Feldscher" (roughly battlefield physician)?
^^^^^^^^^
"Medic" is the current military term I believe. Not quite right for a
fantasy setting, but then neither is "First Aid" :-)
> "Healsharp" isn't quite the name I'd like either. How about "Bandage"?
I used Healsharp to compare the effects of the spell to Bladesharp,
I didn't suggest it as a good permanent name for the spell. I'd just
stick with "Heal" and change the rules mechanics.
> And while we're at it, why not more skill-enhancing magic of this mechanism?
> With regard to healing a "Fight disease" comes to mind for treat disease, and
> each craft could have one or several spells of this kind. I never liked the
> word combat magic, although up to now it fits the spirit spells only too
> well.
>
Yes, I'd like most skill enhancing spirit magic to have a similar
At the same time there are a few spirit spells that I would do away
format ie Speedart as a stackable temporal spell that gives %5/+1
to your bow attack for 5 minutes. The idea here is that a spirit
is helping you do something for a while. There are a lot of skills
that could be enhanced: a spell to improve Climb would be much
appreciated in our party!
with: Multimissile, Lightwall and Darkwall. They seem to be more
D&D style spells than things spirits could do.
> Another idea for non-Healing wound-treating spell:
> Slow wound
> Stops bleeding or similar deterioration od the wound for the duration,
> including the 10 melee round limit for crippling blows, and gives the healer
> time to care for the wounded. While the wound hasn't been cared for, skills
> dependant on the wounded location are difficult or impossible to use.
> (No idea which magic system, or the exact magic point cost.)
>
How about as a spirit spell which lasts for 5 minutes per point of
spell, and must be cast on each wound? A rune spell that lasts for
days. If the Healsharp idea is adopted, then this could be the most
common combat heal spell: something to keep people running for
a while without healing them. (As an aside, this spell could also
be dispelled by nasty enemies)
Another spell would be "Hide Wounds": a spell that removes all
effects of the wounds for the duration. 1 point for nondisabling
wounds, 2 for disabling, 3 for crippling wounds. While the spell
is running, the wound cannot be healed (since the spell is hiding
the damage) but when the spell ends, all effects return.
> Joerg Baumgartner rq4@sartar.toppoint.de
Graeme Lindsell a.k.a gal502@huxley.anu.edu.au
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