Heal Other
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| Heal Other | ||||
|---|---|---|---|---|
| Released | 24 July 2006 (Update) | |||
| Members | Yes | |||
| Level | ||||
| Spellbook | Lunar | |||
| Type | Combat | |||
| Experience | 101 | |||
| Runes | 3 | |||
| Casting speed | ? (edit) | |||
| Description | Transfers up to 75% of Hitpoints to another player | |||
| Animation | ||||
| Sound effect | ||||
Heal Other transfers up to 75% of the caster's current hitpoints to the targeted player. The targeted player must have Accept Aid turned on to be healed by this spell, thus making it impossible for ironmen to be healed by others. As with all Lunar spells, the quest Lunar Diplomacy must be completed to cast this spell. Additionally, a player needs at least 11% of their hitpoints to cast this spell.
Some players may choose to use this spell as a method of training Magic in tandem with another player. One player would cast the spell on another, who would then cast it on them, resulting in a constant transfer of hitpoints and rapid gain of Magic experience. The downside to this sort of training is the great expense required for the runes.
It can be very useful in PvP. In PvM, it sees niche use in speedrun strategies and in keeping teammates alive during raids.
Cost
Changes
| Date | Changes |
|---|---|
| 5 May 2021 (Update) |
Hotfix
The Heal Other spell no longer has a cooldown to cast. |
| 5 May 2021 (Update) |
The Heal Group and Heal Other spell now have a 90 second cooldown once cast, being shared between the two. |
| Combat |
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| Lunar spellbook |
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