Abilities and Spells (Healer):

Prerequisites for this class:

Seeker Abilities: "Magical Prowess" and "Metaphysical Studies"

Trade-Skills:       "Herbalist" and "Medic"

 

%Roll: Healer Abilities and Spells: 25

01-05:   Antidote (Spell)
06-08:   Armor of Comfort (Spell)
09-12:   Blood Light (Spell)
13-16:   Consciousness (Spell)
17-20:   Corporeal Light (Spell)
21-23:   Escape (Spell)
24-27:   Heal Acid Burn (Spell)
28-31:   Heal Broken Bone (Spell)
32-35:   Heal Fire Burn (Spell)
36-39:   Heal Frost Burn (Spell)
40-49:   Healing (Spell)
   50:     Life (Spell)

51-53:   Minor Regeneration (Spell)

54-57:   Numb Pain (Spell)
58-61:   Oxygen Light (Spell)
62-65:   Purification (Spell)

66-67:   Regenerative Healing (Spell)

68-69:   Relieve Disease (Spell)

70-73:   Relieve Infection (Spell)

74-76:   Relieve Sickness (Spell)

77-80:   Relieve Sprain (Spell)

81-84:   Relieve Swelling (Spell)

85-88:   Reveal Infirmity (Spell)

89-94:   Speed Healing (Spell)

95-00:   Stop Bleeding (Spell)

 

 

Antidote (Adventurer Abilities and Spells (levels 6+) Return to top

 

Relieves the effects of poison.

Modification-Point Cost (M.P.C.):  14

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

10 turns (50 seconds).

Damage:

None.

Duration:

24 hours.

Effect Time:

24 hours.

Explanation:

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This spell will nullify the effects of poison which a victim is suffering from.

Hand Movement:

Two hands.

Healing:

Spell will neutralize the effects of the poison.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

3 hours of solid rest must be had, in which time no magic can be cast.

Special:

None.

Spell Preparation:

The healer must be holding a piece of what has poisoned its victim upon his or her person during the casting (fang, talon, root, leaf, thorn, etc.).

Spell-points to cast:

7

Susceptibilities:

None.

Value:

14,000 white-gold

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Armor of Comfort (Adventurer Spell (levels 6+) Return to top

 

Relieves the the wearer of the effects of wearing armor long term.

Modification-Point Cost (M.P.C.):  6

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One set of armor.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

8 hours.

Effect Time:

Instant.

Explanation:

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When this spell is cast the Healer will cause a donned set of armor to become comfortable enough to be worn while sleeping. by the casting of this spell, sleepers in armor will not have any form of soreness or chafing upon the flesh (which can lead to infections and penalties).

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Enchanted and Magical armor has 05% chance, per class/grade, of not being effected. Example: A Healer casts the spell and touches a set of armor that is class-4. Class-4 armor will have a 20% chance of not being effected by this spell. Class-2 armor would have a 10% chance of resisting the spell. The maximum chance for magical armor to resist this spell is 50%

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

Only that the recipient of this spell is wearing a set of armor.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

600 white-gold

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Blood Light (Adventurer Spell (levels 6+) Return to top

 

Regenerates lost blood-points.

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

10 spaces (50') out in all directions from where caster is standing. If the caster moves, the “Area of effect:” will move with him or her.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

36 turns (3 minutes).

Effect Time:

Instant.

Explanation:

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While the "Duration" is in effect, this spell will cause all perceived allies blood-points to regenerate per turn if within the “Area of Effect”.

Hand Movement:

Two hands.

Healing:

1-D6 blood-points per 1 turn (5 seconds) for the "Duration" (+ 1-D6 blood-points per scroll memorized after learning this spell).

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

See: "Area of Effect".

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Consciousness (Adventurer Spell (levels 6+) Return to top

 

Brings a targeted creature back to consciousness.

Modification-Point Cost (M.P.C.):  12

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds).

Damage:

None.

Duration:

See: “Explanation”

Effect Time:

Instant.

Explanation:

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This spell will bring a person or creature to full consciousness. It is permanent, but if a creature is exhausted, received a hard blow to the head, or has been exposed to a spell or trap that will make a creature sleepy, it will bring the creature out of the sleep for only a short period of time (1-D10 turns).

Hand Movement:

One hand.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

This spell can only be cast upon a creature 1 time per 24 hours.

Range:

Touch.

Resting Time:

3 turns (15 seconds)

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Corporeal Light (Adventurer Spell (levels 6+) Return to top

 

Heals all areas of your target (not just one wound at a time).

Modification-Point Cost (M.P.C.):  30

Prerequisites --------------------------- : "Minor Healing"

                                                                          "Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

All areas of a creature's body.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell heals its target of wound damage (flesh damage only). While this spell will heal up this type of wound, it will leave other types of wounds untouched (i.e., broken bones, acid, fire and cold burns, etc.).

Hand Movement:

Two hands.

Healing:

1-D6 x the level of the caster.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5'). This spell cannot heal through a solid object, and the caster must be able to see or touch the target in order to heal.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Escape (Adventurer Spell (levels 6+) Return to top

 

Caster can walk away from hostile foes unharmed.

Modification-Point Cost (M.P.C.):  50

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

Caster, and others if spell-points are added into this spell. See: “Special” (allies must be in the healers sight and fully recognized to be effected).

Avoidance-Roll:

Mental-strength check (mental-strength = % chance)

Casting Time:

6 turns (30 seconds)

Damage:

None.

Duration:

Permanent as long as the healer and all who go with him and her leave the area and do nothing to further the confrontation.

Effect Time:

Instant.

Explanation:

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Escape will enable the caster to walk away from an undesirable situation. Any action besides single mindedly retreating to safety will break the spell (allies and friends cannot be helped and items cannot be retrieved). Caster, and those effected, must leave quickly and straightway.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

Caster.

Resting Time:

24 hours.

Special:

For every 12 spell-points added above the initial cost of the spell one more person or creature can be effected.

Spell Preparation:

None.

Spell-points to cast:

25

Susceptibilities:

None.

Value:

50,000 white-gold

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Heal Acid Burn (Adventurer Spell (levels 6+) Return to top

 

Heals the searing damage of acid wounds.

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : "Minor Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell heals its target of acid damage only. While this spell will heal up this type of wound, it will leave other types of wounds untouched (i.e., weapon wounds, broken bones, cold and fire burns, etc.).

Hand Movement:

Two hands.

Healing:

1-D6 x the level of the caster.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

The Seeker spell: “Minor Healing” stacks with this healing in ONE AREA of the caster’s choosing.

Range:

1 space (5'). This spell cannot heal through a solid object, and the caster must be able to see or touch the target in order to heal.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Heal Broken Bone (Adventurer Spell (levels 6+) Return to top

 

Heals one broken bone.

Modification-Point Cost (M.P.C.):  10

Prerequisites --------------------------- : "Minor Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

A single broken bone.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Permanent.

 

Note:

A bone can be re-broken.

Effect Time:

3 turns (15 seconds).

Explanation:

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This spell will mend one broken bone. While this spell will heal a broken bone, it will leave all other types of wounds untouched.

 

Note:

1 additional bone can be mended per scroll memorized after learning this ability. Each additional bone mended will cost an additional 5 spell-points, and will require additional resting time (2 bones mended in the same casting will demand a resting period of 10 turns (50 seconds), 3 bones 15 turns, 4 bones 20 turns, etc.).

Hand Movement:

Two hands.

Healing:

Mends one broken bone to completion in 6 turns (30 seconds).

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

5 turns (25 seconds).

Special:

This spell will also heal torn and broken cartilage in the same manner as bone, but will take and "Effect Time" of 6 turns instead of 3.

Spell Preparation:

The bone must be correctly set or it will heal incorrectly.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Heal Fire Burn (Adventurer Spell (levels 6+) Return to top

 

Heals the searing damage of fire wounds.

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : "Minor Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell heals its target of fire damage only. While this spell will heal up this type of wound, it will leave other types of wounds untouched (i.e., weapon wounds, broken bones, acid and cold burns, etc.).

Hand Movement:

Two hands.

Healing:

1-D6 x the level of the caster.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

The Seeker spell: “Minor Healing” stacks with this healing in ONE AREA of the caster’s choosing.

Range:

1 space (5'). This spell cannot heal through a solid object, and the caster must be able to see or touch the target in order to heal.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Heal Frost Burn (Adventurer Spell (levels 6+) Return to top

 

Heals the damage of wounds caused by cold.

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : "Minor Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell heals its target of frost/cold damage only. While this spell will heal up this type of wound, it will leave other types of wounds untouched (i.e., weapon wounds, broken bones, acid and fire burns, etc.).

Hand Movement:

Two hands.

Healing:

1-D6 x the level of the caster.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

The Seeker spell: “Minor Healing” stacks with this healing in ONE AREA of the caster’s choosing.

Range:

1 space (5'). This spell cannot heal through a solid object, and the caster must be able to see or touch the target in order to heal.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Healing (Adventurer Spell (levels 6+) Return to top

 

Heals one area of your target.

Modification-Point Cost (M.P.C.):  10

Prerequisites --------------------------- : "Minor Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One wound.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell heals its target of wound damage (flesh damage only). While this spell will heal up this type of wound, it will leave other types of wounds healed less (i.e., broken bones, acid, fire and cold burns, etc.).

 

See: "Special".

Hand Movement:

Two hands.

Healing:

1-D6 x the level of the caster.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

The Seeker spell: “Minor Healing” stacks with this healing in ONE AREA of the caster’s choosing.

Range:

Touch.

Resting Time:

None.

Special:

When Healing is cast upon the wounded, if additional spell-points are added in, above the initial cost of the spell, Healing can have a 50% affect upon acid, fire and cold damage (rounded down) as follows:

 

Type of damage:   Spell-points added:

Acid ---------------   10

Fire ----------------   8

Cold ---------------   5

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

18 white-gold

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Life (Adventurer Spell (levels 6+) Return to top

 

Brings a creature back to life.

Modification-Point Cost (M.P.C.):  100

Prerequisites --------------------------- : In order to comprehend and learn this spell, you must know the following spells: "Blood Light", "Corporeal Light", "Heal Acid Burn", "Heal Broken Bone", "Heal Fire Burn", "Heal Frost Burn", "Healing", "Oxygen Light", "Regenerative Healing", "Relieve Disease", "Relieve Infection", "Relieve Sickness", "Relieve Swelling", "Speed Healing".

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

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The caster must make a successful avoidance-roll vs. “Faith” in order for this spell to work. If this avoidance-roll is failed, that particular creature cannot be successfully brought to Life by the caster. Another may attempt the same, but the caster cannot try again.

 

Note:

After the caster successfully brings another creature back to Life, the avoidance-roll vs. "Faith" will never have to be rolled for again.

Casting Time:

10 turns (50 seconds).

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This spell will bring back to life a deceased creature. This creature cannot have been deceased for more than 3 days, or this spell will not work without first casting regenerative healing on the body (even if this is done, the immense power of this spell can go wrong, and so Healers must be especially cautious (reluctant) in attempting to bring bring to Life a creature which has been dead for more than 3 days). It is risky . . .

 

Roll on the following chart to know the outcome when attempting to raise a creature back to Life (after it has been dead for 4+ days):

 

%Roll: Life Spell Results:

01-17:   Corpse turns to dust and blows away in an

              unnatural wind.

 

18-34:   Success!

35-51:   Corpse animates, as if successfully raised,

              but becomes as the Aegis Familiar -- soulless.

              All will appear to be normal, but the creature

              brought back to life will not have a living soul.

 

52-68:   Corpse rises as a random undead. What this

              undead will do when it rises will be strictly to

              the discretion of the G.M.

 

69-85:   Corpse rises as a random dead. What this undead

              will do when it rises will be strictly to the discretion

              of the G.M.

 

86-00:   Corpse rots, issuing a greenish, sickening gaseous

              cloud, which quickly spreads out 1-D6 spaces in

              all directions.

 

              All within the area of effect must make a successful

              avoidance-roll vs. "disease" or be inflicted with a

              Death Curse, becoming violently ill for 1-D12 days

              (luck used to resist this Death Curse will be

              willingly forfeit; lost forever).

 

              Disease effects will begin instantly, as follows:

              1. Avoidance-rolls vs. "Disease", "Poison" and

                  "Sickness": Can't.

              2. Death chance: 5% per day.

              3. Defense: -40

              4. Movement: 1/2 (rounded up)

              5. Offense: -40

 

              Notes:

                   In order to be relieved of this disease, a Death

              Curse must be removed first.

                   A Healer inflicted with a Death Curse, cannot

              use his or her healing abilities and spells until

              healed (or the Death Curse has run its course).

                   A True Healer (one who has learned, and been

              true to the Divine Favor, "Metaphysical Compassion"

              will have three chances to roll a desirable result on

              this chart.

 

See: "Special".

See: "Susceptibilities".

Hand Movement:

Two hands.

Healing:

Brings one creature back to life, fully healed of all physical wounds. Note: Disease, sickness, curses, blessing, etc., will still be in effect. The only things that will be lost are powers and abilities gotten from items, spells, secrets in the wilderness, etc.).

Immunities:

Only living creatures can be effected by this spell (i.e., not an undead, dead, organic, animated, etc.). However, if such creature are considered as a "mammal", this spell will work.

Maximum Adjustment:

None.

Notes:

None.

Range:

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1 space (5') (+ 1 space per scroll memorized after learning this spell).

Resting Time:

1 moon (30 days).

Special:

1 more creature can be brought back to Life (in the same casting) per scroll memorized after learning this spell (at no additional spell-point cost).

Spell Preparation:

None.

Spell-points to cast:

50

Susceptibilities:

When this spell is cast there will be a 30% chance that the creature: “Dithinoth” will come and reclaim the once dead creature.

 

If this happens, it will be a natural occurrence. Read up on the “Dithinoth” creature in the D section of the Creature’s Book before ever doing this. There is some vital information that is given on how the Dithinoth does this.

Value:

100,000 white-gold

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Minor Regeneration (Adventurer Spell (levels 6+) Return to top

 

Long term regeneration.

Modification-Point Cost (M.P.C.):  22

Prerequisites --------------------------- :  "Speed Healing"

                                                                           "Minor Healing"

                                                                           "Healing"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

2 turns (10 seconds).

Damage:

None.

Duration:

2 hours (+ 30 minutes per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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This spell will heal all manner of wounds for the "Duration". It will not heal severed limbs, but will regenerate critically inflicted wounds (equal to, but not exceeding, the victim's constitution below zero).

 

Note:

This spell will not cure disease and sickness, but will cure damage-points lost, due to such ailments.

Hand Movement:

Two hands.

Healing:

1-D6 in all areas of the body per turn for the “Duration” of the spell.

Immunities:

Animated, Gaseous, Organic and Spirit creatures are not effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

11

Susceptibilities:

None.

Value:

22,000 white-gold

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Numb Pain (Adventurer Spell (levels 6+) Return to top

 

Numbs the pain of the physical body.

Modification-Point Cost (M.P.C.):  8

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One target.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

1 hour (+ 1 hour per scroll memorized after learning this spell).

Effect Time:

3 turns (15 seconds).

Explanation:

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This spell will numb the pain of one single wound, thus negating side effects and unwanted adjustments caused.

Hand Movement:

Two hands.

Healing:

Pain will cease.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Oxygen Light (Adventurer Spell (levels 6+) Return to top

 

Regenerates lost oxygen-points.

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

10 spaces (50') out in all directions from where caster is standing. If the caster moves, the “Area of effect:” will move with him or her.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

36 turns (3 minutes) (+1-D12 turns per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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While the "Duration" is in effect, this spell will cause all perceived allies oxygen-points to regenerate per turn if within the “Area of Effect”.

Hand Movement:

Two hands.

Healing:

1-D6 oxygen-points per 1 turn (5 seconds) for the "Duration" (+ 1-D6 oxygen-points per scroll memorized after learning this spell).

Immunities:

None.

Maximum Adjustment:

None.

Notes:

None.

Range:

See: "Area of Effect".

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Purification (Adventurer Spell (levels 6+) Return to top

 

Purifies surfaces, liquids, etc.

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

10' x 10' x 10' square feet.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds).

Damage:

None.

Duration:

Permanent, unless contaminated again.

Effect Time:

1 turn (5 seconds)

Explanation:

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This spell will purify an area, making it clean. It will attack sickness and disease, killing all bacteria and viruses in 1 turn (5 seconds). It is excellent for cleansing an open wound. If cast upon a water source (or liquid).

Hand Movement:

One hand.

Healing:

Kills all sickness and disease, purifying the area it is poured upon.

Immunities:

Dead and Undead class creatures are not affected.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

Cast the Purification spell, then touch the tip of the forefinger upon the area to be purified.

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Regenerative Healing (Adventurer Spell (levels 6+) Return to top

 

Regenerates wounds.

Modification-Point Cost (M.P.C.):  30

Prerequisites --------------------------- :  "Minor Regeneration"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

5 turns (25 seconds)

Damage:

None.

Duration:

12 turns (1 minute) (+1-D12 turns per scroll memorized after learning this spell).

Effect Time:

Instant.

Explanation:

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This spell will heal all manner of wounds for the "Duration". Even if a limb has been severed from the body, this spell will restore it.

 

Note:

This spell will not cure disease and sickness, but will cure damage-points lost, due to such ailments.

Hand Movement:

Two hands.

Healing:

1-D12 in all areas of the body per turn for the “Duration” of the spell (+1-D12 per turn, per scroll memorized after learning this spell).

Immunities:

Animated, Gaseous and Spirit creatures are not effected by the power of this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

6 turns (30 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

15

Susceptibilities:

None.

Value:

30,000 white-gold

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Relieve Disease (Adventurer Spell (levels 6+) Return to top

 

Reduces disease by one level (there are three levels of disease).

Modification-Point Cost (M.P.C.):  20

Prerequisites --------------------------- :  "Minor Regeneration"

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

4 turns (20 seconds)

Damage:

None.

Duration:

Permanent. The target of this spell can contract another disease, but not for 24 hours for the same disease.

Effect Time:

10 minutes (120 turns).

Explanation:

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Relieve Disease will lower (and lessen the effects of) disease by one level per 24 hours after casting.

 

It will take the full 24 hours to work, and then (and only then) can this spell be cast upon the same creature to further lessen the effects of the same disease.

Hand Movement:

Two hands.

Healing:

Reduces 1 level of disease. If cast again on the same target, the disease can be lowered by 1 level. The caster can continue to do this until the disease is fully purged from the target.

Immunities:

Only living creatures can be effected by this spell.

 

Note:

This spell cannot cure the bite of a vampire, werewolf, or any other creature that spreads its disease in a way that changes the targeted from what he or she normally is (for this type of disease also holds a powerful curse).

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

1 hour (720 turns).

Special:

None.

Spell Preparation:

Herbs needed to cure the disease being healed must be upon the caster when the spell is cast (these are the reagents, which will be consumed during the casting).

Spell-points to cast:

10

Susceptibilities:

None.

Value:

20,000 white-gold

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Relieve Infection (Adventurer Spell (levels 6+) Return to top

 

This spell will cure one infection.

Modification-Point Cost (M.P.C.):  6

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

Permanent.

Effect Time:

10 turns (50 seconds).

Explanation:

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This spell will cure a targeted creature of infection.

Hand Movement:

Two hands.

Healing:

The infection will diminish for the "Effect time". At the end of the "Effect time", the infected will be completely gone.

Immunities:

Only living creatures can be affected by this spell. The healer that casts this spell upon another cannot be infected by the infection.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Touch.

Resting Time:

10 turns (50 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Relieve Sickness (Adventurer Spell (levels 6+) Return to top

 

Reduces sickness by one level (there are three levels of disease).

Modification-Point Cost (M.P.C.):  12

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

4 turns (20 seconds).

Damage:

None.

Duration:

Permament.

Effect Time:

Instant..

Explanation:

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Relieve Sickness will lower (and lessen the effects of) sickness by one level per 24 hours after casting. It will take the full 24 hours to work, and then (and only then) can this spell be cast upon the same creature to further lessen the effects of the same sickness.

Hand Movement:

Two hands.

Healing:

Relieves Reduces 1 level of sickness.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5')

Resting Time:

10 turns (50 seconds).

Special:

None.

Spell Preparation:

The caster must have the herbs on his or her person needed to cure, or at least aid in the curing of, the sickness being healed.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Relieve Sprain (Adventurer Spell (levels 6+) Return to top

 

Reduces the effects of body sprains.

Modification-Point Cost (M.P.C.):  10

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

The sprained section of one area inflicting one creature's body.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turns (5 seconds).

Damage:

None.

Duration:

Permanent.

Effect Time:

10 turns (50 seconds).

Explanation:

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This spell will reduce all physical effects of a joint sprain by 33%. If this spell is cast a second time upon the same sprain, the same physical effects will be reduced by 66%. Casting Relieve Sprain a third time will completely elliminate all physcial effects of a joint sprain (as if the sprain never happened.

Hand Movement:

Two hands.

Healing:

Cures and relieves the symptoms of a joint sprain.

 

See: "Explanation" for spesifics.

Immunities:

Only living creatures can be effected by this spell.

 

See: "Notes".

Maximum Adjustment:

None.

Notes:

If you follow the path of the Necromancer, this spell can effect the joint sprains of the undead. If you follow the path of the Animationist, this spell can effect the joint sprains of an animated creature.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

None..

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Relieve Swelling (Adventurer Spell (levels 6+) Return to top

 

Relieves the swelling of one body part.

Modification-Point Cost (M.P.C.):  6

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None. This spell will not work on an unwilling target.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

24 hours.

Effect Time:

3 turns (15 seconds).

Explanation:

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This spell will cause one area that is swollen to be relieved. Note: Swelling is the bodies way of cushioning and aiding a hurt. If this spell is cast, the reduction in swelling will cause the hurt to become more painful (G.M. discretion) and will take 100% longer to heal.

Hand Movement:

Two hands.

Healing:

Relieves Reduces 1 level of sickness.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

3

Susceptibilities:

None.

Value:

6,000 white-gold

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Reveal Infirmity (Adventurer Spell (levels 6+) Return to top

 

Reveals the injury, or what is medically wrong, with a creature.

Modification-Point Cost (M.P.C.):  10

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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Reveals the nature of one infirmity a creature is having difficulty with. It is NOT the case for other spell-casters, Healer’s Reveal will inform the Healer of the physical, spiritual and mental status of a creature.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

5

Susceptibilities:

None.

Value:

10,000 white-gold

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Speed Healing (Adventurer Spell (levels 6+) Return to top

 

Heals one area of your target.

Modification-Point Cost (M.P.C.):  8

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds)

Damage:

None.

Duration:

24 hours.

Effect Time:

Instant.

Explanation:

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This spell will cause all wounds a creature has sustained to heal at x2 the normal rate of healing.

Hand Movement:

Two hands.

Healing:

The initial casting of this spell will heal 1-D4 points of damage in all areas of the target's body. This spell can only be cast on a creature one time per 24 hours.

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

4

Susceptibilities:

None.

Value:

8,000 white-gold

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Stop Bleeding (Adventurer Spell (levels 6+) Return to top

 

Stops the bleeding of one wound.

Modification-Point Cost (M.P.C.):  12

Prerequisites --------------------------- :  Healer

Ability-points to invoke:

None. This is a spell.

See: "Spell-points to cast".

Area of Effect:

One creature.

Avoidance-Roll:

None.

Casting Time:

2 turns (10 seconds).

Damage:

None.

Duration:

Permanent unless wounded again in the same area.

Effect Time:

Instant.

Explanation:

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This spell will cause the bleeding of one wound to cease.

Hand Movement:

Two hands.

Healing:

None, but it does stop blood-loss.

Immunities:

Only creatures with blood flowing through them can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

1 space (5').

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

6

Susceptibilities:

None.

Value:

12,000 white-gold

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Spells to impliment:

Smite(40 M.P.C.): 1-D6 (+1-D6 per 3 levels advanced). This is not a high damaging spell, but it causes 1-D10 (+1-D6 per level advanced) vs. Undead. There is a Divine Favor that MUST be purchased in order to use this spell. Make sure that Divine Favor is implimented into the books with this spell.