
(06-03-2013, 03:28 PM)Caysen Wrote: How would healing magic be handled?
Once I've gone over how the spells are handled, I'll add the information to the main post (as well as how certain other spells are handled). For the sake of consistency and testing, I'm going by pre 2.0 skills and associated lore.
Below are just some ideas I have currently that may or not make it into the system.
Curing would remove a strike the character has gained from being hit in battle. Debating on having the effect be increased by spell rank/grade (example, conjury for the healer is at A. Because they have a higher healing potency, the remove more damage, thus they are able to clear more strikes in one turn up to a limit. Thinking B grade would remove 1 extra strike, A removing 2 extra, and S removing a total of 4 in one cast.)
Curaga would remove a strike from everyone with the spells effect (how many people could be determined by DM and D20 roll, with a certain number or higher needed to heal x amount of characters at once.)
Revive would remove incapacitation at the start of the next round.
Esuna would remove a negative status effect during the round it is casted. The effect removed is random
Potions have the same effect of cure. Hi-potions have the same effect as a Grade B Cure (2 strikes removed) Elixirs have the effect of a Grade S Cure (4 strikes of damage removed)
Not sure if I missed one, but let me know if I did. Sorry if any of that seemed confusing. I'm dead tired
