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First aid and Magic items A tale of two questions..... Rate Topic: -----

#1 User is offline   Raven 

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Posted 10 May 2011 - 09:01 PM

A few things Richard and I were talking about and I wanted to have clarified please and many thanks

A. First Aid

1. Will it tell you if a person has been poisoned?

2. Will it tell you if there are waspoid eggs in a person?

3. Is it just knowing that a peson has a limb, torso wound (also allowing you to keep the person from dying for an extra ten minuts), or is dead?

4. True/ False. First aid does not let you see if a spark is presant.



B. Magic items
1. Can you have a wepon and and item that cast the same spell?
a. For example a sword that cast heal body 1x and earings that cast heal body 1x?




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#2 User is offline   hivemind 

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Posted 10 May 2011 - 10:28 PM

Da Rulz say:

Quote

First Aid
First aid represents a basic knowledge of mundane healing and allows characters to assist dying characters when magical healing is not available. A character with First Aid can attend to a character bleeding out from a torso wound delaying their death until help arrives. To perform First Aid on a dying character the player using First Aid must kneel next to the wounded person and place their empty hand on the person’s chest. Additional role-playing, such as the placing of bandages, which adds to the atmosphere of the First Aid is encouraged but not required. First Aid will sustain the dying character for an additional ten minutes giving the dying character a total of twenty minutes before they die. Neither the character using the First Aid or the victim is permitted to move or perform any other action than First Aid and speaking during this time. If the healing is character is forced to move or take an action, the wounded character they are treated automatically dies. A character may only use First Aid on one character at a time and may not use First Aid on themselves.
A character with First Aid is also allowed to administer potions or other substances to an unconscious character where other characters cannot.
In addition, First Aid allows a character to ask simple medical based questions of a Game Master if the opportunity arises. For example, a skilled character might ask, “Were the wounds on this corpse caused by weapons or the natural attacks of a creature”?
Furthermore, a character with First Aid can wake up a person unconscious from blunt damage. To do this, the player using First Aid must kneel next to the unconscious person and place their empty hand on the person’s chest. Additional role-playing, such as gentle shaking or administering vile-smelling substances, which adds to the atmosphere, is encouraged.


That's it and that's all. So the answers to your questions are:

1. No. That's what Diagnosis is for.
2. No. That's what Diagnosis is for.
3. Yes, and for administering potions to unconscious beings. It also will let you discern the physical condition of the body and indicate a physical cause of death (if any). So, it would tell you if a person was killed by a weapon or an animal, or if they drowned, but not if they died of a disease or poison.
4. False. Only Mediums can know this.

Your question on magic items, the answer is no.
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#3 User is offline   Julie 

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Posted 11 May 2011 - 06:01 PM

View Posthivemind, on 10 May 2011 - 10:28 PM, said:

4. False. Only Mediums can know this.


So, if I come upon a dead person, there is no way for me to know if they have been reaped or not?
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#4 User is offline   hivemind 

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Posted 11 May 2011 - 06:11 PM

Ahh, that's not the question I was answering. I assumed she meant examining a living person. But, the answer's the same: First Aid doesn't tell you anything about life sparks.
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#5 User is offline   Julie 

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Posted 11 May 2011 - 06:22 PM

I'm a cheater on a couple of these points. :(

I'll do better now.
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#6 User is offline   Raven 

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Posted 11 May 2011 - 08:17 PM

Yeah, me to. on both accounts.


just to clarify one more point, if you try to heal someone w/ a poisoned wound, the spell fails, ie mp gone, unless you cast purify spirit?
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#7 User is offline   Kender 

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Posted 11 May 2011 - 08:31 PM

View PostRaven, on 11 May 2011 - 08:17 PM, said:

Yeah, me to. on both accounts.


just to clarify one more point, if you try to heal someone w/ a poisoned wound, the spell fails, ie mp gone, unless you cast purify spirit?

Spells which fail still cost power.

Technically, you cast the spell, and -then- you assign targets (touching, hitting with spacket, etc)
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#8 User is offline   Riona Tvarus 

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Posted 11 May 2011 - 08:44 PM

Thank you! :D
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#9 User is offline   Salami Jones 

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Posted 12 May 2011 - 08:28 AM

Wait is there some kind of prohibition on multiple items of the same spell?



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#10 User is offline   Vicious the Jester 

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Posted 12 May 2011 - 08:52 AM

If you have 2 permanent items that both cast the same spell, you can only use one of them per game-day.

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#11 User is offline   Eppe00863 

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Posted 14 May 2011 - 01:17 PM

I have a related question, on items which have similar spell effects. I really wanted those bracers of no-incant dissipate from this years feast, but I already have a shirt that casts dissipate once a game day.

I know that it's possible to stack similar, but differently named alchemical items that provide the same effect (like an elixar of toughness for +1 body/GD & Ogre Powder for +2 body/GD); would this also extend to regular slotted items of x-spell and also slotted items of no-incant x-spell?
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#12 User is offline   hivemind 

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Posted 14 May 2011 - 10:59 PM

No. It's still two items that cast the same spell, not two items that do differently-names things that have a similar (or identical) effect.
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