Rituals on the battlefield

I’m still sad that there are effects that are delivered in time critical situations that aren’t technically speaking calls - it’s not necessarily obvious to a new player what SWIFT HEAL or EMPOWER might do, let alone when delivered with a weapon and at the run, but that’s a little off topic.

At least if I yell “SWIFT HEAL” or “EMPOWER” at you you’ll suspect that I’ve done something mechanical to you. If you’re not aware of the skills then if I yell at you to “GET IT TOGETHER”, you might just think I’m being an ass.

I thought we couldn’t have MASS HEAL because some of the fat cats at city hall had seen people attempting to pile infinite humans into a finite space for a beneficial MASS call before, and did not want to see it again?

I am now imagining the weirdest arcane projection ever (that will, for so many reasons, never be viable)

Target may cast swift heal, as if they knew it, within the next 30s.
Whoever they cast it on may then cast swift heal, as if they knew it, within the next 30s.
Whoever they cast it on…
and so on

Thematically cool, very Spring Realm (IMHO) , probably overpowered, and unworkable (unless everyone on the field knows about it and understands it). Just the product of my sleep deprived mind.

for real Spring-ness:
Target may cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on may then cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on…
and so on

Yay for exponential growth!

[quote=“Adam”]for real Spring-ness:
Target may cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on may then cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on…
and so on

Yay for exponential growth![/quote]

“Any target who does not expend their alloted swift heals in the remaining time immediately dies and becomes a Vallorn.”

there is no requirement that someone be hurt to have swift heal cast on them, so now I have an image of “ambulances” of two people hurriedly casting swift heal on each other over and over running around firing off at anyone they run past.

[quote=“Dre”]

[quote=“Adam”]for real Spring-ness:
Target may cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on may then cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on…
and so on

Yay for exponential growth![/quote]

“Any target who does not expend their alloted swift heals in the remaining time immediately dies and becomes a Vallorn.”[/quote]

incoherent spitting noises of fury

especially as most of the targets will be in armour so unable to cast and/or not mages

[quote=“Adam”]for real Spring-ness:
Target may cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on may then cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on…
and so on

Yay for exponential growth![/quote]

Spring Sucks! Autumn and Day rule!

[quote=“Kazimir”]

[quote=“Adam”]for real Spring-ness:
Target may cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on may then cast swift heal, as if they knew it, twice within the next 30s.
Whoever they cast it on…
and so on

Yay for exponential growth![/quote]

Spring Sucks! Autumn and Day rule![/quote]

Consider yourself covered in BUGS and MUSHROOMS >:(

Seriously, without the joke “infection” mechanism that’s actually a useful ritual and a better way to implement Hands of Sacred Life. 2 minute ritual, at the end of which you may cast Heal/Restore Limb N times over the next 10 minutes. Like an expanded version of the lousy “everyone has 1 shot of X” rituals.

An issue currently is that the healing rituals have got more drawbacks than the Incantations. If a Heal Incantation fails, your mana is not lost. If HoSL fails, it is.

The other important thing to note is that only ill-informed or desperate mages use mana crystals on 1 mana spells. A competent battlemage carries a bucket of Mageblood potions. 2 herbs for 2 mana. Which means Mageblood turns a Vervain and Roseweald (Mageblood ingredients) into 2 Cerulean Mazzarine’s worth of power if you have Restore Limb. Or 2 Roseweald. Or whatever. You’ve turned 2 herbs into 2 of any herb effect that the drinker has a Spell for.

We used Hands of Sacred Life in Stoke. it barely ever paid off because mostly it was “topping up” hits as we had to add peopel who were injured now, rather than heal them when they really needed it (which N heals over the next 10 min would have allowed).

As it is you rapidly end up with a lot of waste. A few times I just went “nah sod it, I am going to feed you all Vervain, this is still cheaper”. Mana inflates massively in price compared to Vervain, as you can use it for more things. Including “screw this, it’s more efficient to buff herb gardens”.

[quote=“Jim”]Seriously, without the joke “infection” mechanism that’s actually a useful ritual and a better way to implement Hands of Sacred Life. 2 minute ritual, at the end of which you may cast Heal/Restore Limb N times over the next 10 minutes. Like an expanded version of the lousy “everyone has 1 shot of X” rituals.

An issue currently is that the healing rituals have got more drawbacks than the Incantations. If a Heal Incantation fails, your mana is not lost. If HoSL fails, it is.

The other important thing to note is that only ill-informed or desperate mages use mana crystals on 1 mana spells. A competent battlemage carries a bucket of Mageblood potions. 2 herbs for 2 mana. Which means Mageblood turns a Vervain and Roseweald (Mageblood ingredients) into 2 Cerulean Mazzarine’s worth of power if you have Restore Limb. Or 2 Roseweald. Or whatever. You’ve turned 2 herbs into 2 of any herb effect that the drinker has a Spell for.

We used Hands of Sacred Life in Stoke. it barely ever paid off because mostly it was “topping up” hits as we had to add peopel who were injured now, rather than heal them when they really needed it (which N heals over the next 10 min would have allowed).

As it is you rapidly end up with a lot of waste. A few times I just went “nah sod it, I am going to feed you all Vervain, this is still cheaper”. Mana inflates massively in price compared to Vervain, as you can use it for more things. Including “screw this, it’s more efficient to buff herb gardens”.[/quote]

In the specific case of Blood of the Hydra there’s also the mechanic whereby it’s used to repair mutilations, lost eyes and the like - and treat certain traumatic wounds - off the battlefield. I guess you’d just grandfather that in as ‘you may instead use this ritual to…’

As a variation on this (inspired a bit by another system whot I’ve been reading): at the culmination of this ritual a single contributor may cast Heal N times. That contributor is affected by Entangle as long as they have charges. They may discard their remaining charges (and the Entangle effect) at will.
Essentially allows you to set yourself up as a Heal/Restore Limb/Purify/Mend station. You still need 2 minutes to set up, and are static, and lose a lot of flexibility for doing it, but you can use the resources you gain efficiently, and the only person you tie up is you.