Author
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Topic: Healing
Weaves |
MiereMai
Member Member # 111669
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posted October 30, 2002 08:41 AM
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 ).
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]](Wizards_Com Boards Healing Weaves_fichiers/angel.gif)
-------------------- "Fear me, Love me, Do
as I say, and I will be your slave." David Bowie
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Heron_Marked_Blade Member Member
# 110617
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posted October 30, 2002 09:53 AM
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]](Wizards_Com Boards Healing Weaves_fichiers/wink.gif)
-------------------- "Suravye ninto
manshima taishite."
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Xythlord
Member Member # 70903
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posted October 30, 2002 11:10 AM
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]](Wizards_Com Boards Healing Weaves_fichiers/biggrin.gif)
-------------------- Only two things are
infinite, the universe and human stupidity, and I'm not sure
about the former. Albert Einstein (1879 - 1955)
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MiereMai
Member Member # 111669
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posted October 30, 2002 01:19 PM
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]](Wizards_Com Boards Healing Weaves_fichiers/invasion.gif)
-------------------- "Fear me, Love me, Do
as I say, and I will be your slave." David Bowie
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Xythlord
Member Member # 70903
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posted October 30, 2002 01:43 PM
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]](Wizards_Com Boards Healing Weaves_fichiers/biggrin.gif)
-------------------- 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 |
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Xythlord
Member Member # 70903
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posted October 30, 2002 01:48 PM
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 . 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)
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Blackdraman
Member Member # 112167
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posted November 01, 2002 07:24 PM
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
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Xythlord
Member Member # 70903
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posted November 01, 2002 08:27 PM
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 |
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