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> Healin magic help!, It seems useless to me
Halabis
post Oct 20 2004, 05:59 PM
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How do healing spells work? Can I get a step by step example? In my games even healing the essence 6 character threat and heal never seem to heal more than a couple boxes. It just seems useless to me. What am I doing wrong?
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LinaInverse
post Oct 20 2004, 06:22 PM
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Heal is the best power to heal awakened characters and the only one that I know of that works without penalties.

To get more than a couple boxes, you basically need to throw your entire pool into it and a caster who has Sorcery Aptitude. If you can get both, then a Sorc 6 plus 6 from your pool will average 8 successes or 4 boxes healed, and 4 boxes is pretty darned good. Don't forget that different sets of wounds (up to your GM to determine what a "set" is) can be healed seperately.

Doing any more than that requires getting someone with a Sorc higher than 6, which admittingly isn't easy to get.
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Zeel De Mort
post Oct 20 2004, 06:33 PM
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Every success heals one box, not 2 for 1. So on an Essence 6 character, using Heal or Treat, with 6+6 dice, you'll typically get 6 successes, assuming no modifiers (or that you center them away). That's 6 boxes healed, by a starting character! Don't forget to do some First Aid as well and you can go from 9 to 0 in the space of a couple of minutes.

They're pretty handy spells, especially for use on high Essence and low Bio Index characters, and especially combined with First Aid.
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Halabis
post Oct 20 2004, 06:42 PM
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Thanks, Now some more questons. When the magician is resisting drain what is the level of drain resisted? Is it rounded up or down to the nearest would level of the total wounds the target has suffered? Also what effects do the bio-index of the target have on the healing?
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Dashifen
post Oct 20 2004, 06:46 PM
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The drain level is the the same as the wound being healed. If the magician is healing a serious wound, for example, then the damage of the drain is serios.

Bio-index, since it does not affect essence like cyberware, does not affect healing spells, IIRC. I could be wrong, though. Confirmation, anyone?
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Halabis
post Oct 20 2004, 06:48 PM
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but what if the target has serious plus 2 boxes?
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mfb
post Oct 20 2004, 06:48 PM
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M&M page 78. 1/2 your bio index is applied as a TN mod to all healing tests, including magical healing tests.
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Herald of Verjig...
post Oct 20 2004, 06:50 PM
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A wound is considered serious from the labeled box up to the box before deadly. 9 boxes of damage is still serious, not deadly.
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Dashifen
post Oct 20 2004, 08:56 PM
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QUOTE (mfb)
M&M page 78. 1/2 your bio index is applied as a TN mod to all healing tests, including magical healing tests.

Good to know ;) Stoopid devil in details.
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RedmondLarry
post Oct 21 2004, 12:12 AM
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A few observations/comments:

The "base TN" for Heal or Treat is "10-Essence". Since it does not describe Essence as a "penalty" to the spell, IMHO you should not be able to Center vs. Penalties in order to lower this. Essence isn't a penalty, it's a benefit to the spell! If they wanted you to be able to center they could have described the TN as 4, with a penalty of how much essence the character has lost.

I believe that the best definition of a "Set of Wounds" is "All the physical Wounds received by the character since the last Magical Healing (for Heal)". For Treat, we'd also limit it to what damage had been received within the last hour. If a character receives 8 boxes of damage during an encounter, consider that a set.

Heal/Treat are limited in their effect to the Force of the spell. For a Troll who has 16 boxes of Damage, First Aid can't reduce it and a Force 6 Heal or Treat can't do more than reduce the damage to 10 boxes.

I will occasionally make a beginning character who is intended to be a great Healer, but with no starting Heal or Treat spell. Instead he earns Karma and tries to learn Heal or Treat at Force 7 or 8 after a few adventures.

Note that a correction to SR3 in the 3rd printing made it so that the Stabilize Spell needs a Force at least equal to the number of boxes of Overdamage to have an affect. A Troll who has taken 23 boxes of damage (13 overflow), and then receives 6 magical healing, still can't be stabilized with a Force 6 Stabilize spell.
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Kanada Ten
post Oct 21 2004, 12:23 AM
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QUOTE
Note that a correction to SR3 in the 3rd printing made it so that the Stabilize Spell needs a Force at least equal to the number of boxes of Overdamage to have an affect. A Troll who has taken 23 boxes of damage (13 overflow), and then receives 6 magical healing, still can't be stabilized with a Force 6 Stabilize spell.

That sounds like it needs a fix. I would suggest, as a house rule, that the spell stabilizes characters with a number of boxes in overflow equal to the Force plus successes up to a maximum of twice the force.
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Kagetenshi
post Oct 21 2004, 12:52 AM
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QUOTE (OurTeam)
I will occasionally make a beginning character who is intended to be a great Healer, but with no starting Heal or Treat spell. Instead he earns Karma and tries to learn Heal or Treat at Force 7 or 8 after a few adventures.

Do you primarily heal the uncybered, or does your character have some other secret to actually managing to get that many successes?

~J
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Kanada Ten
post Oct 21 2004, 12:56 AM
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I would think a decent [specific?] spell focus and an Ally spirit would make it possible, if not easy. And then one could consider karma pool.

Let's assume an Essence 2, or a TN of 8.

7 dice for Sorcery (Spellcasting)
7 dice from Spell Pool
7 dice from Focus
7 dice from Ally Spirit
28 dice with one Karma reroll nets around seven or eight successes.

This post has been edited by Kanada Ten: Oct 21 2004, 12:58 AM
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Glyph
post Oct 21 2004, 04:31 AM
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Don't forget that using mundane First Aid first can be extremely helpful. Successful first aid puts the character at the next lower wound level. Someone who takes 5 boxes of damage (still Moderate) can be brought down to 1 box (Light), while someone who takes 9 boxes of damage (still Serious) can be brought down to 3 boxes (Moderate). So if you do first aid, then magical healing, it is much easier to completely heal a character.
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Eyeless Blond
post Oct 21 2004, 04:47 AM
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Not only that, but it reduces the Drain on the healing spell, so you're not as likely to incapacitate your mage for a couple hours after the healing.

The exception to this is when the injured person is in Overdamage territory. Then it's better to use Heal/Treat first, to try to get the characer down to a Serious wound, then use First Aid to put him back to Moderate.
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Kremlin KOA
post Oct 21 2004, 04:53 AM
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read the text carefully, a strict reading of the text shows that one can cast heal on a wounded subject, give them a light wound, then cast again with full effect... in short one can repeatedly use heal if one has a combat knife
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Ol' Scratch
post Oct 21 2004, 04:55 AM
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QUOTE (Kremlin KOA)
read the text carefully, a strict reading of the text shows that one can cast heal on a wounded subject, give them a light wound, then cast again with full effect... in short one can repeatedly use heal if one has a combat knife

Nope, it only works on a "single set of wounds." While in practice few -- if any -- GMs keep detailed records of wounds, partial healings, and new wounds on top of that, the rules are pretty specific. And your attempt to rules-loop around it is pretty blatant and an obvious no-no by said rules.
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ES_Riddle
post Oct 21 2004, 05:18 AM
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QUOTE (Eyeless Blond)
Not only that, but it reduces the Drain on the healing spell, so you're not as likely to incapacitate your mage for a couple hours after the healing.

The exception to this is when the injured person is in Overdamage territory. Then it's better to use Heal/Treat first, to try to get the characer down to a Serious wound, then use First Aid to put him back to Moderate.

Once you've done magic healing you can't do first aid.
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toturi
post Oct 21 2004, 05:22 AM
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It all depends on what a "single set of wounds" means to you. If you define it as Wounds up till the next time the person is damaged, then Kremlin's interpretation is perfectly legitimate, blatant or not.

If on the other hand, you interprete that a single set means a single Light/Moderate/Serious/Deadly wound without cumulation, then Kremlin's interpretation is wrong. But now, you can cast Heal over and over for each different set of wounds.

You can have one or the other (maybe there can be another set of interpretations) but you need to be consistant. Using Funk's method, the only consistant thing is going to be anything the GM allows goes, which might make for a better game, but is not going to have much consistancy.

A further question would be what constitutes magical healing? Does Alleviate Allergy or Cure Disease or Antidote count? What is the rule that yuo use to determine what is a magical healing? For me, it is quite simple; the spell needs to remove or attempt to remove Wound boxes: that is magical healing.
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RedmondLarry
post Oct 21 2004, 06:18 AM
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Not a big deal, toturi, but there is the interpretation I put forth 6 hours ago. It does not match either of your interpretations, and I think it is the one that the writers intended.

IMHO, if magical healing is successful but leaves one or more boxes of physical damage, those boxes are part of a "set" of wounds. Any wounds received until the next successful magical healing make up the next set.
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toturi
post Oct 21 2004, 06:46 AM
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True, your interpretation is valid as well. My point was that the GM needs be consistant.
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Crusher Bob
post Oct 21 2004, 08:56 AM
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The other thing that is important about magical healing is it can really reduce the time and cost of natral healing. If your street sam was at 6 boxes, and got healed for only 1, it means that he now has a moderate wound, which heals faster, and does not require hospitalization. Healing someone at deadly of one box saves you a lot of healing time and hospitalization fees.

A street sam with symbiotes-3 and the quick healer edge just needs a slight push to bet fine in just a few days.
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Canid13
post Oct 21 2004, 09:51 AM
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One thing that caught my attention, why are people casting Heal or Treat on a character in overdamage? Granted, it decreases the number of boxes the character is over Deadly, but if I remember correctly, Stabilise takes you down to 10 boxes on a sucessful cast.

Just thought I'd ask the question.
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Kremlin KOA
post Oct 21 2004, 12:25 PM
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Our team, your ruling is pretty much what I use in my games, they really needed better examples in this section... Funkenstein, you don't know me so the misunderstanding is reasonable, but I wasn't trying to lood hole the rules so much as make a joke about the loop hole.
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Zenmaxer
post Oct 21 2004, 12:56 PM
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Tot, I would rule that those spells are not magical healing... only spells which reduce boxes of damage are literally healing spells for the purposes of this debate.
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