From: | Manx timburke@*******.com.au |
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Subject: | The Friggin' Healing Spell: Mark II |
Date: | Mon, 30 Aug 1999 22:54:47 +1000 |
>I've got yet anither question about your healing/treating spells:
>
>How many Dice do you role, if you have sorcery 6 and a spell-power of 4??
>4 + Pool, or 6 + Pool??
6 + pool. In SR3 it's your sorcery skill that determines
the number of dice that you can roll for the spell success
test.
>Either way may mage has more dice to roll, than I can roll with one hand:
Man you must have small hands.
>6 (Force or Sorcery-skill) + 2 (Totem) + 3 (Foki) + 6 Pool = 17!!
>Those who I run with are mages and Ki-Adepts ==> Ess:6, so i have a TN of 2
>Thats about 14 succeses... That way I can heal nearly every wound...
Sure you can heal anything EXCEPT a Serious or Deadly
wound. For all your 14 successes you can only heal
a maximun of 4 boxes of damage. Mind you if you use
your other 10 successes to reduce the casting time then
you are worth having around.
>
>So who is the supermage *g*
>
You may also want to consider saving some of those
spell pool dice for drain. In your current example
if you are solely using willpower to resist drain
then healing a Serious wound may cause drain
and a Deadly wound will definately cause drain of
at least L.
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Manx // timburke@*******.com.au // #950
"It's always funny until someone gets hurt
and then it's just hilarious." - Faith No More
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