These spells can be utilised in two ways. The healer can use them directly on the person they want to heal. This works nicely, but is harmful for the healer since it might indicate straying from the foundation, (Healers cannot be murdered while inside their foundation. Any attacks on these will only render zeros. That said, should they venture outside their base to heal players, they risk death just like any other participant ) .
The other alternative is to throw the charm through the center stone. Being blessed with enormous power, the center stone can deliver the magical over the entire battlefield to its intended target. This method has a 15 second cool down to the center to regenerate its power. If the hearthstone has greater then 250 hitpoints the cool down time rises , up to 30 seconds if the rock reaches 500 hitpoints. The cool also drops if it's lower then 250 hitpoints, all the way to 3 minutes when the stone is at or under 50 hitpoints.
The Heart Stone: The heart stone is what powers all of the players in this sport. It supplies the power for every player to live, without it their hitpoints will instantly empty to zero. The rock is the goal of the opposing teams attackers, for if it expires, the match is finished.
This stone is certainly capable of protecting itself . Although of low defense, (compare to 40 defense in black dragon hide), it posses 250 hitpoints, and the capability to utilize protection prayers. It switches between shielding melee and protecting range. Magic attacks will not be as effective on it as melee or scope due to the rock's incredible magical power.
Getting points: Attackers get points for just how much damage they cope during the game. Defenders it is a mixture of how much damage you deal to attackers and how damage they coped to your stone. Healers get points based on how much they heal. You'd get about 400 points per game average.