I've thought about this in the past for GURPS DF. What if we simplified healing spells down to these?
Minor Healing - 1 HP per 1 energy. Limited to PI.
Major Healing - 2 HP per 1 energy. Limited to PI.
Great Healing - 100% of HP loss for 20 energy.
Stabilize Injury - Stabilizes a Mortal Wound for 10 energy.
And that's it. No Lend Vitality, no bandaging effect on Stop Bleeding, bleeding is a rare effect anyway so why do we have a spell for it. You wouldn't even need to limit Great Healing to once per day; just inflict -3 cumulative for multiple castings.
You can also make this even simpler:
Healing - 2 HP per 1 energy.
Great Healing - 100% of HP loss for 20 energy.
Restoration or Great Healing will stabilize a Mortal Wound.
And done. You can't heal as often, since you have a -3 cumulative on Healing spells, but you aren't limited on how big of a spell you can cast. Great Healing is a better deal on badly wounded victims, especially ones who are dying.
It would greatly simplify the whole thing . . . less to track, encourages whacking big spell casts instead of dinking away with the most cost-efficient combo, and you don't have to spend a lot of time thinking about what spell to cast or learning the ropes of a multiple-casting system.
It might work.
Please keep us posted on this if you try it or think about it more! This seems like it could be a big deal...
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