Healing Magic
Healing spells allows you to aid a character and allies by restoring some of the HP. In the healer's arsenal belong such spells as Cure Wounds - that restores some HP of a selected target, Group Heal - that heals the entire group of the character and First Aid. Healing spells can be learned in the Healers Guilds. Every character has the First Aid skill.
First Aid
Restores 50% character's maximum HP, but not more then Character's level x12 (maximum - 6480 HP).
Cost of use: 1 MP for 6 HP healed.
Can be applied only to yourself.
This ability can be used together with combat magic even by a character who didn't learn Spellcasting Prodigy.
Cure Wounds
The amount of mana spent on the spell depends on amount of HP that will be restored - 1 MP for 12 HP healed on all levels of the spell. If there is not enough mana to restore a certain amount of HP then it will restore the amount that can be healed with current mana reserves.
The added amount of life depends directly on combat level of the caster and level of the healing spell. The 1st level of 'Cure Wounds' has a maximum effect of Caster level x15, Cure Wounds level 20 has a maximum effect of Caster level x60. This way a caster of 540 level will restore 8100 HP using Cure Wounds level 1 and 32400 HP by using Cure Wounds level 20.
It is possible to raise characters HP above maximum to 150% using Cure Wounds. The HP boost depends on the maximum effect of the spell (100% HP + one cast of the Cure Wounds).
Group Heal
Similar to Cure Wounds, the only difference is that it affect the whole group.
The cost of use: 1 MP for 3 HP healed. Same as with Cure Wounds if there is not enough mana, it will restore the amount of HP that can be healed with current mana reserves.
The maximum effect on level 1 of the spell equals to Character's level x25, on level 20 - Character's level x55.
Same as with 'Cure Wounds' spell, it is possible to raise current HP to 150%. The amount of HP of all characters in the group is measured separately from each other and HP boost is added accordingly to the power of spell's effect.
First Aid
Restores 50% character's maximum HP, but not more then Character's level x12 (maximum - 6480 HP).
Cost of use: 1 MP for 6 HP healed.
Can be applied only to yourself.
This ability can be used together with combat magic even by a character who didn't learn Spellcasting Prodigy.
Cure Wounds
The amount of mana spent on the spell depends on amount of HP that will be restored - 1 MP for 12 HP healed on all levels of the spell. If there is not enough mana to restore a certain amount of HP then it will restore the amount that can be healed with current mana reserves.
The added amount of life depends directly on combat level of the caster and level of the healing spell. The 1st level of 'Cure Wounds' has a maximum effect of Caster level x15, Cure Wounds level 20 has a maximum effect of Caster level x60. This way a caster of 540 level will restore 8100 HP using Cure Wounds level 1 and 32400 HP by using Cure Wounds level 20.
It is possible to raise characters HP above maximum to 150% using Cure Wounds. The HP boost depends on the maximum effect of the spell (100% HP + one cast of the Cure Wounds).
Group Heal
Similar to Cure Wounds, the only difference is that it affect the whole group.
The cost of use: 1 MP for 3 HP healed. Same as with Cure Wounds if there is not enough mana, it will restore the amount of HP that can be healed with current mana reserves.
The maximum effect on level 1 of the spell equals to Character's level x25, on level 20 - Character's level x55.
Same as with 'Cure Wounds' spell, it is possible to raise current HP to 150%. The amount of HP of all characters in the group is measured separately from each other and HP boost is added accordingly to the power of spell's effect.