Tuesday, April 24, 2012

Cure Affliction

Biomancy - 6 points

(-80%) Healing (B59) (GP51) [30] (Affects self and others +50%; Ranged +40%; Magical -10%; Capped  6 FP, -15%; Reduced Range, 10 yards, -30%; Affliction Only -40%; MTP 1-6, -60%; Accessibility, will not work on permanent afflictions -20%)

This spell will cure most temporary afflictions. For afflictions it uses the rules presented in GURPS Powers (GP51). For a comprehensive list of the afflictions the spell can cure see the Affliction advantage (B35-36). To remove an affliction requires a spell skill roll at -1 per full +50% the target effect is worth as an enhancement to the Affliction advantage. The FP and MTP cost is equal to twice the penalty, minimum 1 FP and 1 MTP.

Here are a few examples: Because blindness is a -50 point disadvantage, it is considered a +50% enhancement, and thus it would be at -1 skill and cost of 2 MTP and 2 FP. Paralysis is a +150% enhancement and so it would be cast at -3 skill and cost 6 MTP and 6 FP. Being drunk is only a +20% enhancement and so the spell would be cast at straight skill and cost 1 FP and 1 MTP. Because this spell is capped at 6 MTP and 6 FP there are a few severe afflictions the spell will not be able to remove, e.g. Coma and Heart Attack. The spell does not remove any permanent effect, such as someone’s lasting disadvantages. Furthermore, the spell cannot remove the effects of poison or disease

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