Heal

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Empath thumb.jpgEmpathGuild


Heal
Abbreviation: -
Prerequisites: Vitality Healing
Signature: Yes
Spell Slots: 3
Mana Type: Life Magic
Spell Type: standard / utility
Difficulty: intermediate
Prep (min/max): 15 / 100
Skill Range (min/max): 80 / 800
Valid Spell Target: Self
Duration (min/max): 10 minutes / 40 minutes
Justice: This spell is legal to cast in Justice Zones.
Corruption: This spell does not cause Divine Outrage or some other form of Sorcerous Corruption.
Description: A matrix built around the two fundamental healing spells, Heal attempts to locate and heal the worst wounds of the Empath over time, doing whatever correction is necessary to bring her body to wholeness. The Empath can specifically cast it with wounds or scars in mind to focus the spell upon the worst injury of the given type, or allow it to do its best for both.
Effect: Wound heal, periodically heals your worst wounds
Example Messaging: A wave of feverish heat settles into your flesh, the momentary surge of discomfort subsiding slowly into a warm feeling of heightened sensation.
Devices/Tattoos: No devices or tattoos documented.

Notes

Syntax

CAST
CAST <WOUND|SCAR>

Details

  • This spell will attempt to locate and heal the worst damage on the Empath.
  • If you do a general cast, it will look through both fresh wounds and scars for the worst wound.
  • If you specify WOUND or SCAR, it will search for the worst damage of the type indicated.
  • Heal's effects persist after death.
  • Heal will remain active when you are uninjured, waiting for wounds to trigger it, if you have the Adaptive Curing metaspell.
  • HEAL is not intended to be a primary means of healing, although it may be used that way with sufficient skill. Its primary purpose is emergency healing in order to get the worst wounds under control immediately when you don't have the time/luxury/desire to try to work out your priorities yourself. It will always heal the worst of your wounds, even if that wound is not visible.
  • Can be used when shocked.
  • This is not a beginner spell. With 80 primary magic, 70 attunement and 75 utility, HEAL was successfully cast only 10% of the time.
  • 100% successful casting at minimum prep possible with 83 primary, 74 attunement and 80 utility.

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Additional Information