In my writeup of Cadmus, +Mark Langsdorf and I had a brief interchange about combat vs. non-combat healing. Cadmus is very, very powerful as a healing machine assuming that he has time to recover. The combination of Lay on Hands (Empathic Faith Healing) and Flesh Wounds (rapid wound recovery means he can bring a party of five adventurers from 0 HP to 15 HP each in about two hours.
But that’s two hours. Two. Hours. 120 turns. Pretty much a “Frederickburger” situation if you’re in combat.
That’s where the Clerical magic comes in. Poof, here’s a few dice of healing right there in the middle of combat. A virtual reset button, which is a big deal.
If you can lay on hands in hours, what are the ways to buff one or more of your party members using Powers?
So: here’s a challenge! Post some builds of powers that would make sense using Divine Favor so that a Warrior Saint or Saint can provide combat-useful healing in a challenging DF environment.
+Antoni Ten Monrós: I’d be particularly interested if you’ve thought on this.
The First Answer
Based on some interactions in the comments below, my instinct is, at the same level as you can take Lay on Hands (Divine Favor 8), you can just get Ranged Healing (Healing , with Faith Healing [+20%], Ranged [+40%], and Divine [-10%] , or 9 points as an LP). This lets you fling a spell-like healing effect by burning FP and making a hit roll. The better way is probably as a Malediction, which at its cheapest is a +100% for -1 per yard of range, and that’s 63 points (Divine Favor 10, 13-point LP) and will cut significantly into combat utility.
Go ahead and throw down your most potent healing builds, both in-combat and out-of-combat. Ritual Path Magic, regular GURPS Magic – you name it. Just note the build, the amount of healing, and what the limitations are!
Cheat: Power Investiture/Magery
One quick way to get this done is to buy Power Investiture 1 (10 points) and since you are not studying magic, buy Major Healing directly. It’s a Very Hard skill, so with IQ 12 (Cadmus’ level), Power Investure 1 (adds to skill), you will want to spend 12 to 16 points to get IQ+1 or IQ+2, which should net a Healing spell at 14 or 15.
That still winds up on the order of 25 extra points to get healing in there. If you’ve already got Divine Favor 8 and Lay on Hands, the Ranged Healing option above is cheaper.