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planes [2024/04/16 17:38] – created webyplanes [2024/04/16 17:40] (current) weby
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 ====== Planes ====== ====== Planes ======
  
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 Healing spells work by channeling life element to the body and natural healing by the slow gathering of the life force by the soul to the body. Healing spells work by channeling life element to the body and natural healing by the slow gathering of the life force by the soul to the body.
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-====== Effects of higher elemental content ====== 
-Elemental content is counted as -20 to 20 normally on  Air/Earth, Fire/Water, Life/Unlife.  
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-It is often given as:  "Base elemental: AE+/- FW+/- LU+/-"  with + being Air,Fire,Life and - Earth,Water,Unlife 
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-Myaasia is located on +2 Life, +0 others plane, thus all locals are counted as native to that. Lesser semi elemental races are +1 their own element +1 life. Greater are +2 own and +0 life.  
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-Note that areas on Myaasia do change from that "normal" 
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-Effects:\\ 
-+0: nothing special\\ 
-+1: Above normal: Colder for water, warmer for heat, dustier for earth, clearer for air. (within normal human tolerances)\\ 
-+2: Much above normal: Colder for water, warmer for heat, dustier for earth, clearer for air. (barely within human tolerances), Healing spells and FP recovery are reduced 8%.\\ 
-+3: Damaging: take 1 hp damage/24 hours. Healing and FP recovery are reduced 17%.\\ 
-+4: Damaging: take 1 hp damage/8 hours. Healing and FP recovery are reduced 25%\\ 
-+5: Damaging: take 1 hp damage/3 hours. Healing and FP recovery are reduced 33%\\ 
-+6 Damaging: take 1 hp damage/hour. Healing and FP recovery  are reduced 42%\\ 
-+7 Damaging: take 1 hp damage/10 minutes. Healing and FP recovery  are reduced 50%\\ 
-+8 Damaging: take 1 hp damage/3 minutes.  Healing and FP recovery  are reduced 58%\\ 
-+9 Damaging: take 1 hp damage/minute. Healing and FP recovery  are reduced 67%\\ 
-+10 Damaging: take 1 hp damage/20 seconds.  Healing and FP recovery are reduced 75%\\ 
-+11 Damaging: take 1 hp damage/7 seconds.  Healing and FP recovery are reduced 83%\\ 
-+12 Damaging: take 1 hp damage/3 seconds. Healing and FP recovery are reduced 92%\\ 
-+13 Damaging: take 1 hp damage/second. Healing and FP recovery are reduced 100%\\ 
-+14 Damaging: take 3 hp damage/second. Healing and FP recovery are reduced 108%\\ 
-+15 Damaging: take 10 hp damage/second. Healing and FP recovery are reduced 117%\\ 
-+16 Damaging: take 30 hp damage/second. Healing and FP recovery are reduced 125%\\ 
-+17 Damaging: take 100 hp damage/second. Healing and FP recovery are reduced 133%\\ 
-+18 Damaging: take 300 hp damage/second. Healing and FP recovery are reduced 142%\\ 
-+19 Damaging: take 1000 hp damage/second. Healing and FP recovery are reduced 150%\\ 
-+20 Damaging: take 3000 hp damage/second. Healing and FP recovery are reduced 158%\\ 
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-You get a HT roll(base ht without items or fit), success reduces effect by one level, each extra 3 by 1 more level, critical success one more level than given by difference. Each HT roll effects 10 time units. 
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-Note that in most cases natural armor protects normally, but as ablative effect. Full normal armor usually also does same at lowest value. Elemental protection spells give their adjustment level but no DR. 
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-Elemental effects will also the long and short term effects depending on the material. Examples: Any level 7+ fire is likely to start things on fire causing flames. Any acid will likely corrode things even in low concentrations and so on. 
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-Note on damage: The damage is insidious of the given type. Effect of too much of element to an elemental creature of that type(like life element on living creatures): it is healed by that amount, but any healing over normal maximum causes a HT roll at penalty equal to total HP over, each failure causes one hitpoint of damage that is unhealiable by all means due to "burnout". This loss is recovered as a crippling injury. 
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-Note on healing:  
-   * Anyone using a healing spell on a plane where they are reduced can use power or skill to push through.  
-       * Power: using extra energy on the healing spell causes penalty reduction equal to extra energy used/2%. Note that the spell is considered as a spell of the level given by the energy for all casting purposes. 
-       * Skill: Each -3 taken reduces the target healing penalty by 1 step. 
-   * Rapid healing reduces the healing penalty by 1 step, very rapid healing by 2 steps. 
-   * Fit reduces the FP recovery penalty by by 1 step, very fit healing by 2 steps. 
  
planes.1713289105.txt.gz · Last modified: 2024/04/16 17:38 by weby