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Author Topic: Healing Weaves
MiereMai
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Member # 111669



posted October 30, 2002 08:41 AM      Profile for MiereMai      Edit/Delete Post
Here are some weaves I made up. I heard that one of the weaves I made about 6 months ago was already posted but I'll post mine anyway. constructive critisism is welcome. I think some of these weaves are a wee bit powerful, but perhaps there would be some good way of balancing them out.
These are not made to be anything near any D&D spell so please stick with a purely Wheel of Time mind set for these, else I might get a bit confuzzled ( not hard to do believe me ). [Angel]

Invigorate (rare)
(Air, Spirit, Water, Earth)
Level: 2-10
Casting Time: See Text
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Negates 9harmless)
Weave Resistance: Yes

You lay your hands upon a living creature to heal subdual damage.
code:
 
Casting Casting Recovered Subdual Hit Points
Level Time
2 1 action 1 SHp
3 full action 1d8 + Channeler Level
4 1 minute 2d8 + Channeler Level
5 10 minutes 3d8 + Channeler Level
6 15 minutes 4d8 + Channeler Level
7 20 minutes 5d8 + Channeler Level
8 25 minutes 6d8 + Channeler Level
9 30 minutes 7d8 + Channeler Level
10 35 minutes 8d8 + Channeler Level

Healing(rare)
(Air, Spirit, Fire, Water, Earth )
Level: 0-6
Casting Time: See Text
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will Negates (harmless)
Will Resistance: Yes

You lay your hands upon a living creature and heal minor wounds and injuries.
code:
Casting   Casting    Recovered Hit Points
Level Time
0 1 action 1 Hp
1 full action 1d4 + Channeler Level
2 1 minute 2d4 + Channeler Level
3 10 minutes 3d4 + Channeler Level
4 15 minutes 4d4 + Channeler Level
5 20 minutes 5d4 + Channeler Level
6 25 minutes 6d4 + Channeler Level

If you would like to decrease the casting time add + 3 levels. For Example if you cast 3 level healing at level 6 you can heal 6d4 +CL in 10 minutes. This is for the purpose of Combat Casting.

Master Delve
(Spirit, Earth, Water)
Level: 4-7
Casting Time: 5 minutes
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will Negates (harmless)
Weave Resistance: Yes

By touching a target you may determine any afflictions -either natural or supernatural- at such detail that healing is made simpiler to the channeler.
code:
Casting    Effect
Level
4 +5 to heal checks / +1d4 to healing
5 +10 to heal checks / +1d6 to healing
6 +15 to heal checks / +1d8 to healing
7 +20 to heal checks / +1d10 to healing

I have many more other than healing weaves but I will start off with these for now. [Angel]

--------------------
"Fear me, Love me, Do as I say, and I will be your slave." David Bowie

Registered: Oct 2002  |  IP: Logged
Heron_Marked_Blade
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Member # 110617



posted October 30, 2002 09:53 AM      Profile for Heron_Marked_Blade      Edit/Delete Post
I like them, for the most part, but I do have a couple of questions:

Invigorate - have you thought of the ramifications of this? Technically (not taking channeler exhaustion into account) your horse could run forever with this. I would suggest there be some sort of negative associated with it, similarly to how Renew suspends fatigue for a time, but then adds more subdual damage as "payment".

Healing - this seems slightly underpowered. For the cost/effectiveness, a caster might as well use the Heal in the basic set (1d4+CL vs 1d8+CL and comparable casting times). I do like your idea of decreasing casting times by adding casting levels, though.

Master Delve - I like this one. I would play around with the bonuses to Heal and the additional damage Healed to make sure that they are balanced, but this could be useful. I don't see much of a problem with someone gaining bonuses to Heal check and additional points healed if they're willing to spend a level 7 slot to Delve a character. +20 to Heal might be a bit much, though. [Wink]

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"Suravye ninto manshima taishite."

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Xythlord
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Member # 70903



posted October 30, 2002 11:10 AM      Profile for Xythlord   Email Xythlord    Edit/Delete Post
I love to see new weaves added to the board, I aplause your ingenuity. The problem is that Invigorate has 1) already been done as the Renew weave (WoTRB pg 177) 2) can be cast cost free (i.e. -no subdual damage or anything else), which also unbalaces the Heal weave.

your heal weave seems a bit underpowered and has already been done on the UtDB as Major Healing.

I do like your spin on Master Delve, although a level weave slot seems rather high, I would think that adding levels 4 and 5 would be enough, with maybe a +2 / +4 bonus to healing check.

What else ya got [Big Grin]

--------------------
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein (1879 - 1955)

From: Denver, Co | Registered: Mar 2002  |  IP: Logged
MiereMai
Member
Member # 111669



posted October 30, 2002 01:19 PM      Profile for MiereMai      Edit/Delete Post
Thankyou for the suggestions. I think I need to clarify Invigorate.
Whereas Heal "heals" real damage to subdual, Invigorate heals subdual damage to nothing.
Renew only allows you to shrugg off the effects of fatigue and such. ( I was just informed that renew does heal subdual but not as much as my invigorate does.) So I guess I need to get rid of one or the other. I may just keep invigorate because every channeler learns weaves differently. Or I can change it to negate the effects of Fatigue and such. maybe? More suggestions =)

The reason I have both "Major healing" and Invigorate was because of character progression. She slowly figured out how to actually heal a persons's (hp) for good. So both weaves were made up.

I am a bit confused as to how my healing ability is underpowered. I have found in game it is just right in the midst of combat and afterwards, and takes less slots than using heal and invigorate as a combo.
Thankyou Thankyou very much. I will post more weaves later.
[Crowd]

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"Fear me, Love me, Do as I say, and I will be your slave." David Bowie

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Xythlord
Member
Member # 70903



posted October 30, 2002 01:43 PM      Profile for Xythlord   Email Xythlord    Edit/Delete Post
What I meant was that the Healing weave had already been done and posted in the netbook Under the Dragons Banner. Furthermore, although it will heal someone without converting it to subdual damage, it was balance by the fatiging effect it had on the target and the caster. This is what I meant by being underpowered, compare the two and while this has a higher casting level and uses all five affinities (based off of the weave Nyn uses), it still is balanced. I do recognize that having it heal less damage, balances out it not converting to subdual at all, but I feel (remember just my opinion) that this does not reflect the books as well (see below)

Major Healing
(By Geoff Hall)

(Healing)
[Air, Earth, Fire, Spirit, Water] (Rare)
Level: 1-9
Casting Time: See text
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Weave resistance: Yes
This more complex form of Healing is harder to cast and requires all five affinities of the One Power. Instead of converting real damage to Subdual damage, this powerful weave fully heals the damage. Subdual damage may not be healed with the use of this weave. The amount of damage healed is dependant upon the level at which the weave is cast, as detailed on the chart below.

Though this weave fully heals a damaged creature, it is also extremely draining to the target and the caster alike. A caster who uses this weave must make a Fortitude save (DC 10 + casting level) or be extremely exhausted, suffering a -4 penalty to all rolls for the next 8 hours. Likewise, the target of the weave is similarly exhausted, but receives no saving throw.

This weave can only be cast once per target per day and cannot be combined with the Healing weave on the same target.

code:
Casting Level	Casting Time	Recovered Hit Points
1 1 action 1d8 + channeler level
2 full action 2d8 + channeler level
3 1 minute 3d8 + channeler level
4 5 minutes 4d8 + channeler level
5 10 minutes 5d8 + channeler level
6 15 minutes 6d8 + channeler level
7 20 minutes 7d8 + channeler level
8 25 minutes 8d8 + channeler level
9 30 minutes 9d8 + channeler level

The problem with the Invigorate weave is that it takes away one of the balancing factors of a Heal weave, namely converting it to subdual damage. Furthermore, it also doesn't reflect the feel of the books very well. While you are able to heal someone, they do suffer some effect because it is using the persons own strength to do the healing, requiring some rest afterward (i.e. -sudual damage). This is where Renew comes into play, you may ignore the subdual damage for a time, but it comes back to bite you in the a$$, and requiring rest.

Sorry not trying to rag on you personally [Big Grin]

--------------------
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein (1879 - 1955)

From: Denver, Co | Registered: Mar 2002  |  IP: Logged
Xythlord
Member
Member # 70903



posted October 30, 2002 01:48 PM      Profile for Xythlord   Email Xythlord    Edit/Delete Post
Funny Miere, I was looking after I just posted this last one and I was thinking that first having your Heal weave (with the fatigue) and then bumping up the Healing range to reflect the full weave from UtDB would be a great way to show a character who is developing her weaves as she learns. Unfortunately, I have a house rule in my campaigne that a Channeler cannot heal herself, so niether of my channelers (1 male wilder and a female initiate) know any heal weaves at all [Roll Eyes] . O well, maybe the next campaigne.

--------------------
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein (1879 - 1955)

From: Denver, Co | Registered: Mar 2002  |  IP: Logged
Blackdraman
Member
Member # 112167



posted November 01, 2002 07:24 PM      Profile for Blackdraman   Email Blackdraman    Edit/Delete Post
quote:
Unfortunately, I have a house rule in my campaigne that a Channeler cannot heal herself...
It was my understanding that RJ had already covered this in his books? Shadow Rising Lan: "She will heal you, but there is none to help her."

Or did the Corerule book cover that and I missed it?

Also, holding the power while being healed was supposed to help lessen the impact of healling.
Shadow Rising Moraine: "Seize the Power."
Rand: "Why, even I know that I can not heal myself"
Moraine: "Some of the healing comes for the person being healed..."

Is this also taken in account in any of the books or netbooks?

Continuely Search, Blackdraman

From: Splendora, TX | Registered: Nov 2002  |  IP: Logged
Xythlord
Member
Member # 70903



posted November 01, 2002 08:27 PM      Profile for Xythlord   Email Xythlord    Edit/Delete Post
The WoTRB doesn't say anything about it one way or the other, or rather it indicates that the Channeler actually could heal himself.

I have ruled that channelers cannot, because according to the books they cannot. Furthermore, my house rules state that a channeler that is holding the One Power while being healed only suffers half subdual damage from the heal weave, but he does have to make a Concentration check of 10 + the level of the Heal weave to maintain the connection to the source.

--------------------
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
Albert Einstein (1879 - 1955)

From: Denver, Co | Registered: Mar 2002  |  IP: Logged


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