Healing System, Introduction:
The Healing aspect of the wound system has been expanded and revised to support medical oriented characters and support roleplay to a greater degree.
The wounds, including light wounds, are now harder to remove if completly untrained. But at the same time all wounds (light, serious and critical) are much easier to remove through healing focused characters when regularly attempting to do so.
This should both make healing focused characters more important both to raise dead characters to avoid wounds and to heal already wounded characters, as well as encourage healing focused roleplay.
As a small incentive to conduct such rp at the medical facilities of the server, these grant a small bonus in the attempt to remove wounds.
The exact numbers and type of wounds will certainly require adjusting, only to be considered a guideline at this moment that I scaled by gut feeling. So take those with a grain of salt. They can be balanced independendly, and fleshed out to become more sensible.
Healing System, Avoiding Wounds:
Healing Spells:
- 2 modifier on wound rolls when casting Raise Dead, for every 10 levels of cleric
- 4 modifier on wound rolls when casting Ressurection, for every 10 levels of cleric
Healing Domain: (Server Specific!)
- 1 on wound rolls when casting Raise Dead, for every 10 levels of cleric.
- 2 on wound rolls when casting Ressurection, for every 10 levels of cleric.
(Note: Deities with Healing Domain are Berronar Truesilver, Ilmater, Lurue, Luthic, Salandra, Sharindlar, Torm)
Healing Skill:
- 1 on wound rolls when casting Raise Dead or Ressurection, for every 3 ranks
- 3 on wound rolls when casting Raise Dead or Ressurection, for Skill Focus: Heal
- 5 on wound rolls when casting Raise Dead or Ressurection, for Epic Skill Focus: Heal
(Note: Only Skill Ranks, Feat: Skill Focus,and Feat: Epic Skill Focus count)
Maximum Total for Clerics:
Total possible for Raise Dead: -28 total on wound roll
Total possible for Ressurection: -41 total on wound roll
Maximum Total for Non-clerics:
Total possible for Raise Dead: -19 total on wound roll
Total possible for Ressurection: -19 total on wound roll
Healing System, Removing Wounds:
Every 24 hours it can be attempted to remove one wound. Light wounds are cured first, followed by Serious Wounds and then Critical Wounds. Light wounds have a 50% chance of being cured, serious wounds a -20% chance, and critical wounds a -40% chance.
Non-Clerics:
Cure Light Wounds: +0% chance
Cure Moderate Wounds: +1% chance
Cure Serious Wounds and Lesser Restoration: +2% chance
Cure Critical Wounds and Restoration: +4% chance
Heal and Mass Heal: +8% chance
Greater Restoration: +10% chance
+ 1% chance for every 3 ranks of Heal
+ 3% chance for Skill Focus: Heal
+ 6% chance for Epic Skill Focus: Heal
+ 2% chance in areas flagged as 'Lesser Medical Facility'
+ 4% chance in areas flagged as 'Greater Medical Facility'
(Note: Maximum Total + 34% chance)
Clerics and Druids:
Cure Light Wounds: +0% chance
Cure Moderate Wounds: +1% chance for every 10 levels of cleric/druid
Cure Serious Wounds and Lesser Restoration: +2% chance for every 10 levels of cleric/druid
Cure Critical Wounds and Restoration: +4% chance for every 10 levels of cleric/druid
Heal and Mass Heal: +8% chance for every ten levels of cleric/druid
Greater Restoration: +10% chance for every ten levels of cleric
+ 1% chance for every 3 ranks of Heal
+ 3% chance for Skill Focus: Heal
+ 6% chance for Epic Skill Focus: Heal
+ 2% chance for Healing Domain, for every 10 levels of cleric (Server Specific!)
+ 2% chance in areas flagged as 'Lesser Medical Facility'
+ 4% chance in areas flagged as 'Greater Medical Facility'
(Note: Maximum Total + 60% chance)
Inflicting Wounds Via Rest Menu
Via the rest menu, you will also be able to select exactly what additional wounds in the three categories you would want your character to carry. Once applied, they can only be removed via the healing system or by recovery time.