Sorcery - Treat Wounds

Itto

Mongoose
In the companion it says that Treat Wounds it "dramatically accelerates the natural healing rate of the target." But it does not say by how much it increases the healing rate by. In RQ3 it was by 1 hit point per hour, upto the Intensity (Magnitude) in hours. Is this still the case?

I've a player who would like to interpert the rules as instant healing, but that feels like it goes against the flavour of sorcery.

Also it would make the funky Siphon Life spell from Magic of Glorantha rather pointless.
 
Itto said:
In the companion it says that Treat Wounds it "dramatically accelerates the natural healing rate of the target." But it does not say by how much it increases the healing rate by. [...]
I've a player who would like to interpert the rules as instant healing, but that feels like it goes against the flavour of sorcery
Whilst I think you may be right about feel, the core rules do say that magical healing in instantaneous (p88) rather thanstating the RQ3 times.

it may sound obvious, but if the instantaneous healing still feels uncomfortable you could try a half-way call/compromise that the healing taking place over a number of rounds or minutes equal to the recipient's POW or something like "30-the caster's POW" in minutes/rounds.
 
Halfbat said:
it may sound obvious, but if the instantaneous healing still feels uncomfortable you could try a half-way call/compromise that the healing taking place over a number of rounds or minutes equal to the recipient's POW or something like "30-the caster's POW" in minutes/rounds.

Aye, I may do something along these lines.

I did have another thought, as I'm really into opposed rolls. Was to have the Treat Wounds Skill opposed by the Damage * 10.

So if Sorcery Sam (Treat Wounds 60% & Magnitude 70%) was trying to heal someone with 3 points of damage the GM would roll for the damage (30%) if Sorcery Sam won all the damage would be healed, if he lost then none.

It would make Sorcerers be able to heal quite large damage eg 10 points to the chest as Sorcery Sam would be Opposed by 100% if he won all the damage would be healed.

In this way Sorcery is very effective against smaller wounds, but gets harder and harder with the scale of the damage. It’s instant, but has the sorcery feel that I like.
 
Not sure. Do you mean that even with Magnitude 70% Sorcery Sam could increase the Magnitude of Treat Wounds above 7? So his test would be an opposed 60% vs the damage's 100% for the full 10 points?

It seems that there is a risk of the Manipulation skills are being bypassed. Why gain any Manipulation skill when you're just running an opposed roll anyway? Sorcery is already limited by the Manipulation skills to gain high progressions of Magnitude (7 in the example).

Let us know how it works, but I'm a little dubious. ::shrugs::
 
Halfbat said:
Not sure. Do you mean that even with Magnitude 70% Sorcery Sam could increase the Magnitude of Treat Wounds above 7? So his test would be an opposed 60% vs the damage's 100% for the full 10 points?

Aye, someone who would normaly be only be able to 7 points would be able to heal 8 or more with one casting. Conversely they may fail to heal even 3 points.

Halfbat said:
It seems that there is a risk of the Manipulation skills are being bypassed. Why gain any Manipulation skill when you're just running an opposed roll anyway? Sorcery is already limited by the Manipulation skills to gain high progressions of Magnitude (7 in the example).

I'm quite up for removing the need to use the Manipulation (Magnitude) skill for a for number of spells and just going for the opposed roll; Palsy, Regenerate, Shapechange. I've also some ideas for Cast Back and Neutralise Magic wich would mean they would not need Magnitude. There are couple of spells that used to need to have Intensity in RQ3 that don't need Magniude in MRQ (Dominate for example) so its not such a big deal. Using Magnitude skill only costs 1mp and does not add any extra casting time so dropping it for a couple of spells to help with feel is not a great impact, as it would have been in RQ3 for Intensity which did increase MP and casting time.


Flavour, feel and cohesion is what is important I think.
 
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