Healer:

 

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Anistetica:
Like when your doctor puts you to sleep, only the willing can be spellbound. Consciousness spell will bring a creature out of this almost death-like sleep.

 

Battle Empathy:
When Healer is hit in the armor of flesh, the attacker must avoid vs. “Pain” or lose next offensive. If the attacker can’t feel pain it will take the same image to the same area in which the healer has taken damage (or the logical area).

Battle Shield:
Gives 100 pts. In all areas to be expended as the enchanted item: “Urus’s Minor Force field”, but it doesn't keep out wind, xenon, etc. It is just a physical damage shield. Treat it as plate armor (G.S.) for special abilities.

Biological:
Stops the need for urination and defecation. The metaphysical power of this spell takes care of it. Duration: 24 hours. No playing catch-up.

Blind:
This spell will cause the following penalties:
-60 Defense/Offense
See: “Haze”. Prerequisite to this spell is “Haze”.

Blood Bane:
When the Healer is wounded his or her blood, when it drips to the ground, will create a Blood’Kin from the Blood Plane to animate and defend the Healer (01% chance Blood’Kin will attack healer. Only one Blood‘Kin will animate at a time.

Blood Hound:
Creates a red wolf to fight for the caster. Causes blood-loss down to 0 only. Hitting armor will still cause blood-loss.

Blood Light:
All allied creatures blood-points will regenerate if within a certain range of the caster.

Blood Shield
Shields the targeted from blood loss effects (like a damage-point shield), and gives a pool of blood-points to be used up before actually losing blood.

Blood Talon:
Causes blood-loss.

Carnage Shield:
Gives 4,000 pts. In all areas to be expended as the enchanted item: “Urus’s Minor Force field”, but it doesn’t keep out wind, xenon, etc. It is just a physical damage shield. Treat it as plate armor (5% better than K.S.) for special abilities.

Cast:
Creates magical cast for broken bones or to immobilize a body part (x2 healing rate).

Chaos Vertigo:
Mixes up all the senses, causing delusion in perception in all the 6 senses.

Characteristic:
Healer chooses which characteristic he or she will cause to be temporarily increased (strength through Sense of Smell).

Childress Web:
Causes children to favor the healer highly. +25 on all reaction adjustments.

Cognitive Haze:
Healer sleeps with eyes open.

Crack:
Avoid vs. “Constitution” or there will be a -15 to hit and -2 move. Duration: 3-D6 days.

Crawlet's Regeneration:
Adds +1 to natural healing, and can be cast upon one with the level #1 spell: "Speed Healing" to increase healing rate at +1 point per 24 hours. This type of healing, or regeneration, spell only heals normal wounds (not deformation, severed limbs, acid burns, etc.; it is merely an extra healing magic to be cast upon a creature, or upon the already existing healing spell in affect upon the wounded).

Cure Disease:
Removes the cause that inflicts the disease.

Cure Fever:
Cure the cause that inflicts the fever.

Cure Sickness:
Removes the cause that inflicts the sickness.

Cycle:
Basically this spell will act as the disorder of CYCLOTHYMIA (yet the emotional ups and downs are much more frequent).

Damage-Shield:
Give the targeted 10 damage-points per level of the caster. This shield will last until destroyed, or until 24 hours has expired. When Damage-Shield is ended, by natural duration, or by physical damage taken, the targeted will be healed for 1-D6 damage, x the caster’s level, in the area struck.

Disease Shield
Shields the targeted from the effects of disease (like a damage-point shield).

Draw:
Draws one person or creature to caster that has, as close as possible, the same align and character type. Good for choosing an apprentice or a traveling companion without too much searching.

Dream Servant:
Can be a being come to avenge, murder, help, etc.

Euphoria:
Good in numbing pain, yet gives -40 to hit and 50% move. Equilibrium is off a little “Coordination.” and “Dexterity.” checks must be done successfully two times instead of the normal one. Each time this spell is cast on the same creature, after the 1st. time, penalty reduction will lower by 10%.

Faint:
Causes all creatures within range to become disoriented and not attack and -10 on defense. Avoid. vs. “Magic”.

Fast:
Healer fasts, neither eating nor drinking, casts this spell, and then closes fast by casting it again. In doing this, the caster must make a successful avoidance-roll vs. “Faith”. If successful the caster and all allies will gain the maximum chance to avoid vs. “Faith” for one full moon. This spell can only be cast once per 3 moons. Cost: 1-D10 D.P. (permanent loss).

Flesh-Shield:
Give the targeted a pool of damage-points to use up before actually being wounded.

Fortnight Sustenance:
No need for food and water for 14 days.

Gladiator’s Shield:
Gives 1,000 pts. In all areas to be expended as the enchanted item: “Urus’s Minor Force field”, but it doesn’t keep out wind, xenon, etc. It is just a physical damage shield. Treat it as plate armor (Sh.S.) for special abilities.

Haze:
This spell will cause the following penalties:
-30 Defense/Offense
See: “Blind”.

Healer’s Farewell:
Will release willing person to pass on in comfort and peace.

Healer’s Slumber:
Like suspended animation, in that Healer, or targeted, will not age. While sleeping, targeted will no longer feel the pain of wounds, whether mental, spiritual, or physical. In this state the targeted will heal, even form dismemberment.

Modification Point cost: 28
Spell-points to cast: 14

Hollow:
Causes frailty to overcome targeted. Effects: D.P. at ½ for 3-D6 turns.
Healer’s level determines what creature can be effected:
5-14 = animal and character types
15-24 = monster and plant creatures
25+ = enchanted and fiend and undead

Those creatures types and classes not listed cannot be effected.

Hygiene:
Keeps targeted as clean as if he or she were to bathe with soap and water. Duration: 1-D6+1 days.

Immunity:
70% Res. to sickness and 40% resistance to disease.

Life:
As long as the healer keeps hand over victim’s heart it will continue to beat, and will keep him or her breathing, keeping him or her alive. Less risk of death for the Healer than HL#8 “Pulse”.

Life-Link:
Links another to the caster’s own life force. Caster’s life force is used to stabilize another.

Midnight Sun:
Causes sunlight to shine in the night, thus effecting any creature that is badly effected by sunlight. This spell also causes are more to heal as if it were in the sun.

Minor Sanctuary:
Healer creates a circle of protection wherein weapons will only cause 80% of the normal damage upon his or her flesh.

Mortality Shield:
Gives 8,000 pts. In all areas to be expended as the enchanted item: “Urus’s Minor Force field”, but it doesn’t keep out wind, xenon, etc. It is just a physical damage shield. Treat it as plate armor (10% better than K.S.) for special abilities.

Nullify Acid:
Negates the continual searing effects of acid.

Nullify Rip:
Negates continual blood-loss.

Projected Healing:
Healer takes on dam. / sickness / disease / etc. of targeted. Range: Sight ... All infirmity will be taken on, but will only effect the Healer 10-60% of the normal (Roll 1 D-6 x10).

Pulse:
Will force a creature to stay alive longer if wounded, drained of blood-points, etc. The problem with this spell is that the Healer puts his or her life at risk by doing so.

Rebuff:
Causes force to strike targeted = Avoid vs. “Stun” or -25 to hit and -2 move.

Relieve Disease:
Temporary. see: "Cure Disease"

Relieve Fever:
Temporary. see: "Cure Fever".

Relieve Poison:
Temporary. see: "Antidote" (which is installed in the game).

Relieve Stun:

Relieves the targeted of being stunned, and the effects which come from being stunned.

 

Rhythm of Lurion:
Social spell, attracting the same heart-set of people as the caster.

Sanctuary:
Healer creates a circle of protection wherein weapons will only cause 50% of the normal damage upon his or her flesh (as well as comrades).

Scatter Strike:
Divides damage evenly throughout target’s entire surface evenly. There will be no damage taken to targeted if there is not at least 1 point of damage taken to all areas.

Shaman's Blood:
What target suffers, the shaman will be effected by

Shaman's Eye:
Shaman can always sense with hearing sight and feeling.

Shred:
Targeted will be stricken with the symptoms of a painful sore throat.

Sickness Shield:
Shields the targeted from the effects of sickness (like a damage-point shield).

Tallow Candle:
Adds +10% to Dam. caused by allies wherever they may be.

Understanding:
Healer can communicate w/ victim that he/she is helping (if it’s animal w/ low Intelligence it will understand).

War Shield:
Gives 2,000 pts. In all areas to be expended as the enchanted item: “Urus’s Minor Force field”, but it doesn’t keep out wind, xenon, etc. It is just a physical damage shield. Treat it as plate armor (K.S.) for special abilities.

 

 

 

 

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Cluster of old school healer spells: Many of these spells are either installed, or will be placed in other caster lists.

 

% Roll / Healer's Metaphysical Magic Level #1 RUNE VALUE / SCROLL VALUE
01-05 *Armor Down/Up 3,500 350
06-10 *Armor of Comfort 3,500 350
11-20 *Battle Knowledge 25,000 2,500
21-25 *Consciousness 10,000 1,000
26-35 *Decrease Exhaustion 20,000 2,000
36-45 *Decrease Shock 10,000 1,000
46-48 *Fall 6,000 600
49-51 *Frost 7,000 700
52-54 *Increase Exhaustion 10,000 1,000
55-56 *Increase Shock 10,000 1,000
57-59 *Line of Awareness 35,000 3,500
60-67 *Numb pain 5,000 500
68-72 *Relieve Infection 8,000 800
73-75 *Relieve Swelling 4,000 400
76-78 *Scroll Link 6,000 600
79-80 *Shade 1,000 100
81-94 *Speed Healing 9,000 900
95-97 *Stop Hunger 5,000 500
98-100 *Stop Thirst 4,000 400

% Roll / Healer's Metaphysical Magic Level #2 RUNE VALUE / SCROLL VALUE
01-03 *Dart 25,000 2,500
04-08 *Drowsiness 40,000 4,000
09-12 *Escape 150,000 15,000
13-15 *Exhaustion 20,000 2,000
16-18 *Fire 10,000 1,000
19-24 *Heal Ice Burn 8,000 800
25-34 *Healing 35,000 3,500
35-39 *Infection 15,000 1,500
40-49 *Purification 20,000 2,000
50-57 *Relieve Sickness 20,000 2,000
58-60 *Shield

%Roll / Healers Metaphysical Magic Level #4 RUNE VALUE / SCROLL VALUE
01-08 Acid 40,000 4,000
09-12 Adrenaline 35,000 3,500
13-20 Animal Charm 45,800 4,580
21-30 Communication 35,900 3,590
31-40 Decifer Writing 15,000 1,500
41-60 Heal Acid Burn 20,000 2,000
61-80 Relieve Exhaustion 35,800 3,580
81-90 Relieve Shock 50,000 5,000
91-100 Relieve Stun

% Roll / Healer's Metaphysical Magic Level #5 RUNE VALUE / SCROLL VALUE
01-10 *Calmnes
11-25 Damaging Wind
26-30 Puppet Master (raises dead to fight)
31-45 Remove Scar
46-55 Rubber Weapon
56-65 Slip
66-80 Surge of Awareness
81-100 Water-Pull

% Roll / Healer's Metaphysical Magic Level #6 RUNE VALUE / SCROLL VALUE
01-10 Decrease Blood-Flow
11-25 Draught of Sleep
26-35 Holy/Unholy Fire
36-45 Immunity to Acid
46-55 Immunity to Cold
56-65 Immunity to Electricity
66-75 Immunity to Fire
76-100 Increase Blood-Flow

% Roll / Healer's Metaphysical Magic Level #7 RUNE VALUE / SCROLL VALUE
01-10 Arthritis
11-20 Chameleon
21-30 Expel Magic
31-60 Relieve Arthritis
61-70 Scroll

% Roll / Healer's Metaphysical Magic Level #8 RUNE VALUE / SCROLL VALUE
01-10 Ally Enemy
11-20 Animal Control
21-25 Bone Snap
26-35 Encircling Flame of Nimish
36-45 Enemy Ally
46-55 Link
56-90 Mend Broken Bone
91-95 Summon Item
96-100 Transfer Scroll

% Roll / Healer's Metaphysical Magic Level #10 RUNE VALUE /SCROLL VALUE
01-10 Dead Servant
11-30 Draught of Healing
31-35 Draught of Heavy Slumber
36-40 Lesser Creature Control (Level 1 to 5)
41-55 Relieve Coma
56-65 Relieve Minor Insanity
66-75 Rune-Make
76-80 Transfer Shock
81-85 Transfer Unconsciousness
86-100 Trick Spell

% Roll / Healer's Metaphysical Magic Level #11 RUNE VALUE /SCROLL VALUE
01-05 Charm Creature
06-15 Holy Cross
16-25 Holy Water
26-45 Mend Muscle
46-65 Relieve Disease
66-70 Sixth Sense
71-80 Stop Weapon
81-90 Unholy Cross
91-100 Unholy Water

% Roll / Healer's Metaphysical Magic Level #12 RUNE VALUE /SCROLL VALUE
01-10 Coma
11-18 Generating Deterioration
19-22 Kill Drive
23-45 Mend Severed Tendon
46-55 Minor Lightning-Bolt
56-75 Minor Regeneration
76-85 Power
86-100 Seal Grave

% Roll / Healer's Metaphysical Magic Level #13 RUNE VALUE /SCROLL VALUE
01-10 Anti-Magic
11-30 Chameleon Change
31-50 Heal Frostbite
51-80 Mend Blood Vessel
81-90 Release
91-97 Tree-Guard
98-100 Wave of Itching

% Roll / Healer's Metaphysical Magic Level #14 RUNE VALUE /SCROLL VALUE
01-05 Acid-Frost-Fire
06-10 Electric-Acid-Fire
11-15 Electric-Acid-Frost
16-20 Electric-Frost-Fire
21-40 Puppet Master
41-60 Revelation
61-100 Suspended Animation

% Roll / Healer's Metaphysical Magic Level #15 RUNE VALUE /SCROLL VALUE
01-15 Abandon Adventure
16-25 Restore Feeling
26-40 Restore Hearing
41-55 Restore Sight these restore characteristics up to an 18
56-70 Restore Smell
71-85 Restore Voice
86-100 Wave of Understanding

% Roll / Healer's Metaphysical Magic Level #16 RUNE VALUE /SCROLL VALUE
01-20 Circle of Damage
21-30 Death Inspection
31-40 Delayed Spell
41-80 Heal Deadly Weapon wound
81-90 Remove Body Part
91-100 Repel Death

% Roll / Healer's Metaphysical Magic Level #17 RUNE VALUE /SCROLL VALUE
01-15 Death Spell
16-30 Electricity Stream
31-45 Life Spell Destroys minor “Dead” creature.
46-80 Relieve Major Insanity
81-90 Shatter Undead Skeleton
91-100 Slay Lesser Creature

% Roll / Healer's Metaphysical Magic Level #18 RUNE VALUE /SCROLL VALUE
01-10 Chameleon Clear
11-25 Crack
26-60 Mend Cartilage/Ligament
61-70 Repulsiveness
71-80 Shape Flesh
81-100 Twilight Consciousness

% Roll / Healer's Metaphysical Magic Level #19 RUNE VALUE /SCROLL VALUE
01-10 Absorbtion
11-18 Appearance
19-26 Constitution
27-35 Coordination
36-44 Dexterity
45-53 Hearing
54-62 Intelligence
63-71 Speech
72-80 Strength
81-90 Vision
91-100 Wisdom

% Roll / Healer's Metaphysical Magic Level #20 RUNE VALUE /SCROLL VALUE
01-20 Greater Creature Control
21-25 Lightning-Bolt
26-70 Reverse Deterioration
71-90 Reverse Weapon
91-100 Transfer Rune

% Roll / Healer's Metaphysical Magic Level #21 RUNE VALUE /SCROLL VALUE
01-25 Draught of Unconsciousness
26-60 Regenerative Healing
61-70 Temporary Death-Giving
71-80 Temporary Life-Giving
81-100 Wave of Pain

% Roll / Healer's Metaphysical Magic Level #22 RUNE VALUE /SCROLL VALUE
01-40 Restore Ability
41-50 Sleeping Dart
51-70 Spirit Chain
71-90 Spirit Phase
91-100 Strip

% Roll / Healer's Metaphysical Magic Level #23 RUNE VALUE /SCROLL VALUE
01-30 Creature Knowledge
31-40 Heart Throb
41-50 Madness
51-85 Shape Bone
86-100 Wither

% Roll / Healer's Metaphysical Magic Level #24 RUNE VALUE /SCROLL VALUE
01-50 Heal Permanent Fear
51-65 Imprisonment
66-80 Resist Lesser Dragon Ability
81-100 Tunnel-Speed Travel

% Roll / Healer's Metaphysical Magic Level #25 RUNE VALUE /SCROLL VALUE
01-15 Aging
16-30 Electricity-Cloud
31-50 Restore Body Part
51-85 Restore Characteristic
51-85 Restore Heart
86-100 Transfer Wound

% Roll / Healer's Metaphysical Magic Level #26 RUNE VALUE /SCROLL VALUE
01-33 Draught of Coma
34-67 Elixir Spell
68-00 Twilight Animation

% Roll / Healer's Metaphysical Magic Level #27 RUNE VALUE /SCROLL VALUE
01-15 Death
16-40 Grave Blessing
41-65 Grave Still
66-90 Life
91-100 Spirit Barrier

% Roll / Healer's Metaphysical Magic Level #28 RUNE VALUE /SCROLL VALUE
01-40 Resist Greater Dragon Ability
41-80 Twilight Sleep (slow healing slumber)
81-99 Twilight Torture
100 Youth

% Roll / Healer's Metaphysical Magic Level #29 RUNE VALUE /SCROLL VALUE
01-15 Chameleon Master
16-30 Circle of Madness
31-45 Quickness 1
46-80 Suicide
81-100 Transport

% Roll / Healer's Metaphysical Magic Level #30 RUNE VALUE /SCROLL VALUE
01-35 Draught of Disease
36-50 Named Divinity
51-70 Seknom's Look of Death
71-100 Slay Greater Creature

% Roll / Healer's Metaphysical Magic Level #31 RUNE VALUE /SCROLL VALUE
01-30 Create Potion
31-40 Draught of Death
41-60 Draught of Life
61-70 Knowledge
71-80 Twilight Madness
81-100 Written Magic