Brackish Boon

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Brackish Boon

Spell Information

Necromancy School

Spell Name: Brackish Boon

School: Necromancy

Spell Level: 3

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Protect a target from harmful poison effects, causing them to become healed instead.

Prerequisite: A level 2 Necromancy spell

Potion

Name: Brackish Boon

Scarce: No

Scroll Information

Scarce: No

Become impervious to poisonous alchemicals for a short period of time, becoming healed by them instead.

Description

The target exchanges the ability to be healed by restoration magic and instead is healed instead of harmed by poisons.

Effect

This target possesses immunity to effects from the restoration school of magic and the poisoned condition. When this target is the recipient of a successful thrown poison or ingested harmful alchemical, they instead call 'No Effect!'. The target then fully heals all lost body points and any limb wounds, in addition to removing the torso wound and Bleeding Out conditions.

Detailed Interactions

  • Restoration magic workaround: Unlike traditional healing, this effect is not tied to the Restoration school. This allows it to bypass effects that give immunity to restoration magic, such as the "Damaged Spark" condition.
  • Poison Immunity: This spell does not pair well with Poison Immunity, as Poison Immunity prevents the poison from effecting you at all and thus stops the healing effects from triggering.

Sample Incants

Septly

The Stranger's grace protects the horizon, with Brackish Boon I can drink poison.

Neutral

Underneath the watchful moon, I will surprise my foes with Brackish Boon.

Evil

Nox will be granting great gifts soon, it's time to cast Brackish Boon.

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Brackish Boon

Yes Yes 12 Item casts Brackish Boon. May be taken multiple times. Can be cast 1/event for each time taken.

References

The Poisoned Condition

A character who has the Poisoned condition cannot heal lost body points. They also may not remove Wound conditions, the Bleeding Out condition, or the Dead condition by any means. This lasts until the Poisoned condition has been removed.

If the call that applied the Poisoned condition applied other conditions, those other conditions can only be removed by removing the Poisoned condition. This will automatically remove the attached conditions at the same time. When the Poisoned condition is attached to another condition like this, the duration of the effect is determined by the attached condition. Both conditions wear off at the same time.

This condition can be removed by spells like Purify Spirit, or alchemicals like Theriac and Catholicon.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

To cast a spell, you must speak an incantation. Spells have no fixed incantations, each character is free to create their own unique way of showing how they cast magic. While most players use spoken words, this isn't required; incants can be sung, chanted, or even dramatically role-played. The important part is that no matter how the player casts spells, their incants must meet the requirements.

Requirements for a proper incantation:

  • An incantation must be a minimum of 8 words, which must include the name of the spell being performed.
  • You may not bluff one spell and then cast a different one, such as by putting multiple spell names into the incantation.
  • The incantation must clearly convey EXACTLY what you are casting.
  • Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast.
  • You may not make the incantation gibberish or attempt to work it into a conversation. It must be both clear that you are casting a spell, and what spell you are casting.

Categories: Spells | Necromancy Spells | Level 3 Spells | Poison Defenses


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