: Okay, I posted the above before reading your posts, but I
: think we're all on the same wavelength here. As to why
: it heals Stygians... man, that's a tough one, no
: matter how useful it is in the game. My guess would be
: that the root can heal soul as well as body--it seems
: to work on mental illness as well, since it can heal
: confusion and (I think) berserking--and the piece o'
: soul holding the armor together is incomplete, so when
: it's healed it becomes complete and it moves on to the
: afterlife (your way works too, I'm just suggesting an
: alternative). This has, well, roots in the old
: Shamanic traditions of a lot of cultures, where
: shamans can send ghosts off to the great beyond by
: going on a spiritual journey to find out why their
: souls aren't doing the right thing and help them fix
: it. Of course, this is supposed to involve hours of
: meditation and usually a kind of quest through the
: mind of the afflicted spirit, but it would be kind of
: tough (not to mention weird) to have a Jman go into a
: three hour trance every time he healed a Stygian
: Knight. For gameplay purposes I guess just having the
: root do its thing as per usual works better. Imagine
: if the Jmen had to actually do all that suturing and
: intubating and stuff--"Quickly now, Jvalin, your
: friend Thorgeis of the Rough Stubble is at death's
: door. Fetch for me the Theater of Microsurgery, the
: Silk of Three-Oh, and the Pump of Saline! And Stat,
: little brother, Stat like the wind!"
I don't see what's so hard about this. Life and unlife are diametrically opposed. the introduction of life via the healing spell destroyes the unlife.