Post by Scorchys on Jun 1, 2022 13:03:43 GMT -5
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Parent Skill:
Element:
Cost:
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Description:
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Rank:
Parent Skill:
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Name: Mana Salve
Rank: 1
Parent Skill: Restoration
Element: Magical
Cost: 2 MP
Drawbacks: 1 round cooldown; +2TP
Description: The first restorative magic that most mages learn might have known how to cast it even before discovering their magic because it is a spell that people don’t even realize they are casting until they notice more about mana control. This simplistic spell is done passively through the study and understanding of medical herbs and fruit by accidentally, or on purpose, influencing the strength of the healing salve with a small amount of mana within the paste. It is best not to underestimate how useful this spell is as while extremely slow to produce and apply within combat, it has been a medical discovery that has saved many peoples lives even outside of a magic user’s power.
Effects:Heals the target for base rank damage HP (-4TP; Heal).
Name: Resistance
Rank: 1
Parent Skill: Restoration
Element: Magical
Cost: 3 MP
Drawbacks: +1 Mana cost; +1TP | Non-Damaging; +1 TP
Description: The first true restorative magic that most beginner clerics and mages learn, Resistance is a bolstering spell that strengthens the immune system with mana in order to assist the body in warding off hostile effects and diseases. The user simply funnels a very concentrated but small amount of mana into the infected area or bloodstream to strengthen the immune system and oxygen flow; simple but a little wasteful. While not something that would be that useful in most combat situations, it is vital for travel and aiding the common sicknesses of the world. Its recognition as a cheap method of assisting the body without too invasive measures or flashy magic has given it a pass even by those who fear or hate magic in general.
Effects:Cleanses up to 2 TP of debuffs from a target (-4TP; Cleanse)
Name: Sanctuary Lift
Rank: 1
Parent Skill: Restoration
Element: Magical
Cost: 3 MP
Drawbacks: Non-Damaging; +1TP | +1 Mana cost; +1 TP
Description: Disasters happens, and any medical professional should have this spell learned or figured out. Simply put, it is a universal magical method to evacuate an injured person from a hostile or dangerous situation by forming a gentle sanctuary of mana around the target, pushing off any impediments and shunts them away from the zone with high velocity without disturbing any wounds or endangering lives. While simple, this spell can easily save lives more efficiently than simple first aid or focused healing.
Effects: Target may attempt an escape action using INT or WIS (-4; Energy Escape)
Name: Adaptive Aid
Rank: 2
Parent Skill: Restoration
Element: Magical
Cost: 5 MP
Drawbacks: +1 mp cost; +1TP | 1 round cooldown; +3TP
Description: A more advanced version of resistance, the mage or cleric manipulates mana specifically to enhance certain plasmids and white blood cells within the bloodstream in order to focus on enhancing the immune system and mystically purifying debilitating effects and curses. This spell requires knowledge of the body science of the target being healed due to the intrinsic embracing of the immune system. The knowledge goes a long way however, making this technique much more effective in battle to reduce a toxin or abrasive effect from harmful magic. The concentrated effort however still requires additional mana and concentration for the desired effect and the residual process takes time in the individual, resulting in any immediate re-applications being useless.
Effects: Cleanses up to 4 TP of debuffs from a target (-8TP; Cleanse)
Name: Health Bolster
Rank: 2
Parent Skill: Restoration
Element: Magical
Cost: 4 MP
Drawbacks: x3 uses a fight; +3 TP | Non-Damaging; +1 TP (+2, but capped at 4)
Description: A low power spell made to be used in very specific situations, Health Bolster is best used in a situation where you know someone is going to get hurt trying something important. Whether investigating a dangerous trap or jumping over a spike pit, Health Bolster is a good spell to provide some cushion to the body when the mage or cleric knows they or a friend are guaranteed to get hurt. The spellcaster layers mana into the skin of the target, thickening the cells and bolstering them like additional padding layers in armor. This spell can get dangerous for the target’s skin however so limited usage is required to preserve their skin health.
Effects: Grants 1d8 temporary HP (-4 TP; Temporary Hp) for 1d2+1 rounds (-4; Duration)
Name: Death Ward
Rank: 3
Parent Skill: Restoration
Element: Magical
Cost: 9 MP
Drawbacks: 1 round cooldown; +3 TP | +1 Mana Cost; +1 TP
Description: A more advanced heal that serves as an emergency ward to stave off death and rejuvenate the body at the same time. Using the same principle as Mana Salve but with raw mana instead of medicinal ingredients, the user forms a light shield of mana around someone that leaks healing energy into the body while present. Outside harm and attacks will dampen against the shield, allowing the target to have bought time to escape from the situation or find a situation. While not completely focused on healing, this healing ward allows wound recovery while protecting the target from things getting worse for a very brief time.
Effects: Heals a target (-4; Heal) for Rank+1d5 Hp (-5; Heal bonus) and provides 1d5 hp dr/round for 1 round (-5 TP; Hp Dr)
Name: Word of Radiance
Rank: 3
Parent Skill: Restoration
Element: Positive
Cost: 8 MP
Drawbacks: N/A
Description: A common heal that clerics over time have perfected for group medical aid, Word of Radiance is a unique healing spell that uses spoken divine word to guide mana to rejuvenate two targets at once with a praying hand pointed at each person, including themselves. This is the spell that persuaded many cities and countries to include a cleric with a group of soldiers or knights for patrols and missions, as this single spell can take care of immediate wounds on multiple people without too much concentration. Despite people’s fear of magic, it is spells like this that show the benefits of Etherium-touched individuals.
Effects: Heals two targets (-3 TP; Additional Targets) (-4 TP; Heal) for Rank+1d3 Hp (-3TP; Bonus healing)
Name: Aura of Vitality
Rank: 4
Parent Skill: Restoration
Element: Magical
Cost: 12 MP
Drawbacks: N/A
Description: This healing spell is a powerful application of natural healing akin to Mana Salve but specifically administered over time in released burst of healing akin to how medicine works to avoid overloading sensitive parts of the body with over-encumbering healing shock. The cleric/mage accomplishes this by creating an aura of mana that slowly is absorbed into the skin akin to how a plant absorbs water slowly over time with its roots. The aura of mana moves with the target, constantly administering healing energy without the mage or cleric needing to be nearby once administered.
Effects: Grants a target 1d5 Hp Regen (-10TP; Hp Regen) for 1d3+1 rounds (-6TP; Duration)
Name: Purification Field
Rank: 4
Parent Skill: Restoration
Element: Positive
Cost: 12 MP
Drawbacks: Non-Damaging; +4 TP
Description: An advanced version of adaptive aid created for the purposes of mass purification rituals and plague outbreaks, a cleric blesses a circular shape on the ground with mana and speaks a prayer to purify the soul of foreign entities. Unlike most spells that strengthen the immune system, this does not touch anything relating to the natural form of a person, instead forming a gentle field of light that eradicates anything that does not belong within the body. This is anything from curses, hostile magic, debilitating diseases, venoms, poisons, or spreading burns. Multiple people can stand within this holy field, or the cleric can shape the holy field in order to suit their needs on the battlefield, although it does take time to produce this size of a magical circle and thus requires preparation between usages.
Effects: Cleanses up to 7TP of debuffs (-14Tp; Cleanse) from up to 3 Targets (-6TP; Additional Targets)
Name: Nystul’s Vim Sphere
Rank: 5
Parent Skill: Restoration
Element: Magical
Cost: 20 MP
Drawbacks: x1 Uses a Fight; +5 TP | Non-Damaging; +5TP
Description: Nystul was once one of the world’s more famous mages who often disguised themselves as different people and races in order to get a general feel of reaction on how different locations treated outsiders. Once a noble of Arania when alive, Nystul’s clever mana manipulation and obsession with subtle confusion had led him to create one of the most powerful strength of body spells in the world. Almost unseen by the naked eye, Nystul used extremely dense woven mana and surrounded himself in a sphere. Any attack that struck at him shot through this sphere first, adding energy to his vitality to make it look like the enemy’s attacks did nothing. While many of Nystul’s actions in like were judged the world over, his uncanny spell nuance is celebrated as a work of Restorative perfection. The only downside is the amount of mana that is required to achieve such an effect and that the body can only handle a single Vim Sphere during long periods of activity.
Effects: Grants a target 5d8+1d2 temporary Hp (-21TP; Temporary HP) for 1d8+1 rounds (-12TP; Duration)
Name: Mass Prayers of Radiance
Rank: 5
Parent Skill: Restoration
Element: Magical
Cost: 20 MP
Drawbacks: x3 uses a fight; +3 TP
Description: An advanced and powerful version of the word of Radiance spell developed by clerics, this spell is a requirement for major religious figureheads in order to show their power of acceptance over mana and the god/goddess that they have dedicated themselves to. Seen as a hallmark sign of an archbishop or other high religious figure, the person in question has the ability to mass cast Word of Radiance to a wide variety of people around themselves with a single prayer and burst of energy. Not only is the power of the scripture stronger but the number of instances for each empowered word of mana shows mastery over the restorative magics clerics are known for within the world. Any time this spell is used, there is no doubt to the trusted comrades of that religious figure that lives were saved that day.
Effects: Heals (-4TP; Heal) rank+1d8+1d7 (-15 TP; Heal Bonus) to up to 4 Targets (-9TP; Additional Targets)