I'd say you should still allow healing of Treated Mortal Wounds, but change the wording to the following: "Spend 3 mana per wound level. For example, to heal a player with a treated Mortal wound (2 wound levels) and one treated Light Wound (1 wound level), you would spend 9 mana."
This allows Clerics to retain their power, but keeps Mortal Wounds fairly threatening and resource-intensive.
If it's an instrument, I can probably play it.
Player of: Lygari Lorespeaker Aram as-Khani im-Brana-Weithe ór-Nalta Isaldi-nor-Eftim Hans Pitman, Pit Digger
Like I just posted under the trade section, I would love to see a skill, or even just a mechanic to grant players access to more disposable income, to help stimulate the economy and promote the flow of silver. I would love to see more rituals, or something of the sort take place, as well. Group meditation, gear enchanting, a pre-battle pep rally by the soldiers, maybe an exorcism or two. Just things to encourage people to do things together in camp, rather than all trying to be that brooding loner off to the side. You could have it be like Resources, where only one person in the group needs it, but they have to lead the ritual, have all the components on hand for it, etc. Anyone else involved with the skill helps with it's effectiveness (shortening the time needed, boosting the effects, or some other benefit, based on Herald discretion). I feel like this could lead to so many amazing RP moments, and, if done correctly, could be utilized to spark off major story points, as well.
A few spell ideas that I would enjoy playing around with:
Hold Person (2nd level Mage, 2 Mana) Immediately after spending the mana (no priming the spell), you plant your feet and extend your arms in front of you, palms perpendicular to the ground, towards your target and announce "HOLD". If the target is within 20 feet of you, their feet are held in place and they place their elbows against their sides, effectively pinning their arms to their sides. The player can still talk, move a shield, or crouch, but these actions should be role played with extra effort, as though a magical force is commanding your muscles not to move. The spell lasts for as long as the mage is able to maintain the position (just like Divine Barrier), or until the target is struck/pierced/waylayed by a valid hit.
Fear Bolt (3rd level Mage, 2-3 Mana) After spending the mana, you draw a purple spell orb from your pouch (Or wherever you keep the things, I don't judge). If the orb strikes an enemy, they are STAGGERED, and once they stand up, they flee in the opposite direction of the caster for 15 seconds, or until struck, whichever comes first. The target may not talk, cast spells, or attack during this time, although they may block with a weapon or shield if doing so does not slow them down significantly.
Ultimate Sacrifice (3rd level Cleric, Special cost) Rather than spend mana to do so, a powerful enough cleric can channel his own life into the target, healing them instantly at great cost to himself. Wrapping silver beads through the fingers on each hand, the cleric spends one minute channeling energy into the target, role playing significant pain in the process. After this minute is completed, the cleric receives an instant Mortal wound to the torso, in addition to progressing straight to Dying (It is possible to survive this spell, but without proper support, it is highly unlikely). The target of the spell, however, has all of their wounds healed, and a number of hit points returned equal to the number the cleric had before completing the spell (A human cleric with one level of Toughness at full health would remove all the target's wounds, and heal them for 3 hit points. An Ulven cleric with 3 levels of Toughness, but wounded down to 1 hit point would only restore 1 to the target, despite having 6. A cleric with no hit points left restores no hit points to the target in this manner).
Just a few ideas, all just sort of sitting around in my head. Figured I should get them down on paper before I forget about them.
I would like to see maybe a base rule set for between game actions that can be taken. Such as sending messages or even what all can be done. I guess it goes along more with faction mechanic but it is something I would like to see more of.
Eirian ap Meinwen - Seanachi, Íoclaochra, and blessed of awen Afkarr - The waterlogged Mad Morty - Pirate captain
Just thought I would bump this, remind people to post ideas if they have them. I am going to compile a whole list of changes and considerations and then do another round of discussion if people want to discuss specific points and ideas.