That's... ...uh... ...a crapload of healing you've got there. xD
Ditto wrote:-Aura Wave [(1+# of charges) Mana]-
Tal calls upon the power of the light to heal his allies. When used, this spell releases up to [1+Lvl] charges of healing, each charge healing for 10 HP and one negative status effect. The spell costs one minimum mana and consumes one more for each charge of healing.
So 2 MP for 1 target, 3 MP for 2 targets or double effect on one, 4 MP for 3 targets etc.?
That's difficult to judge, to be honest.
I think I'll go with 160 AP for your version.
130 AP if one charge can only heal
either 10 HP
or a status ailment, but not both at once.
85 AP if you completely remove the healing of status ailments.
Ditto wrote:-Vindication [2 Mana]-
Tal places a pattern of divine runes of vindication on the target's skin. The next time they are attacked or attack, the enemy takes [Lvl] damage, and the ally is healed for [Lvl] health. The mark then jumps to a random target (this can retarget the original target), and continues to jump until the end of the battle or [5+Lvl] jumps. The excess healing for the mark is redirected into the total for Godly Blessing at the end of each battle.
I'd prefer you not to take this skill, as the constant random jumping between combatants (which can actually happen multiple times in a single turn) makes this a total pain in the ass to calculate, and Retribution is pretty much a carbon copy of this, just without the random reapplyment.
Ditto wrote:-Retribution [2 Mana]-
Tal places a pattern of divine runes of retribution on the target's skin. Any time the target attacks or is attacked, the ally attacking or being attacked is healed for [Lvl] health, and the enemy takes [Lvl] damage. This lasts for [5+Lvl] times, or until the end of the battle. The excess healing for the mark is redirected into the total for Godly Blessing at the end of each battle.
Make that 3 MP.
110 AP.
Ditto wrote:-Grace of Light [1 Mana]-
Tal blesses the target with grace and swiftness, granting them an extra major action at the cost of a/both his minor actions. This spell can only be cast once a turn.
So the target can then do two major actions, but no minor ones in addition to those?
Or does the minor action thing apply to yourself?
140 AP in either case.
Ditto wrote:-Divine Dodge [1 Mana]-
In a burst of divine energy, Tal increases his agility, allowing him to move faster than normally possible. When used, Tal gains speed for a short while. This multiplies his avoid by 1.5 for the rest of the turn, and can be used for other effects as well. This spell can only be cast once a turn, and uses a minor action.
65 AP.
Ditto wrote:-Godly Blessing [1 Mana]-
Tal gathers up all the radiant energy of healing around him and prays for Thor and Elbereth's blessing in a battle. Whenever Tal uses this skill, all of the radiance effect on any of his allies is converted into an absorption shield, absorbing an amount of damage done to his party equal to the radiance consumed. This spell is cast automatically with any extra radiance at the end of a battle.
I'm getting the impression that you're completely obsessed with barriers of this kind. All of your healers seem to have some variation of this.
Also note that after some time has passed (in other words, when you rest), any barriers still active
will disintegrate.
125 AP.
Ditto wrote:-Nova [1/1, 3 Mana]-
Tal pulls light energy to himself to the point where it cannot compress any longer and explodes, sending all of his allies and all of his enemies into the cover row. This spell can only be used while in the front row. In addition, this spell makes all of his allies dizzy and dazzles all of his enemies. This spell can only be used once before it must be refreshed by resting.
How long do the status ailments inflicted by this spell last? Do they have a 100% chance to be inflicted?
120 AP for 3 turns and a 50% chance of status ailments.
Ditto wrote:-Radiance-
Any leftover healing from a healing spell cast by Tal will remain on the target as the status effect "radiance." At the start of each turn, the target will be healed for [Lvl]. This effect lasts until the healing runs out. Radiance continues to stack and will refresh itself even if it exists, but healing spells cannot be cast directly on targets at full health. At the end of each battle, this healing will consume more than [Lvl] HP and fully heal the targets or fully consume the radiance. Any excess radiance is converted into the total for Godly Blessing at the end of a battle.
185 AP.