Diagnosis

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Diagnosis

Spell Information

Restoration School

Spell Name: Diagnosis

School: Restoration

Spell Level: 1

Duration: Instant

Range: Touch

Target: Character

Flag: No

Dispel: No

Spell Description: Learn about any ailments and conditions affecting a target.

Prerequisite: None

Scroll Information

Scarce: No

Sometimes, the first step in healing someone is figuring out what is wrong with them in the first place.

Description

Diagnosis isn't needed very often, but when it is used it can provide very useful information. One of the spell's primary functions is to reveal "What is wrong with this person?", and often the answer to that question comes from a condition.

All conditions except the Stolen Spark condition on a target are revealed to the character who casts the spell.

Effect

The caster can 'Diagnose' a target, learning all conditions on them (except Stolen Spark) and detecting the presence of the target's spark.

  • For any condition discovered, Diagnosis will reveal appropriate ways to cure it.
  • If diagnosing a corpse, it will reveal the cause and method of death.
  • While using diagnosis, the caster is protected from catching any harmful afflictions the target has.

Detailed Interactions

  • More often than not Diagnosis is used to get basic information about a plot by identifying exactly what is wrong with someone.
  • Diagnosis is intended as a means to examine the internal injuries and magical conditions affecting a target. Identifying the nature of external injuries are the purview of the First Aid skill.
    • If you can see with your eyes or feel with your hands what is wrong, First Aid will identify it.
  • Diagnosis only tells the caster if the target has their spark present. It does not reveal any conditions, such as if it is damaged. Spark conditions are the purview of Mediums.
  • Diagnosis does not show beneficial spell effects, such as Aura of Reflection. Buffs are not considered conditions.

Sample Incants

Septly

With the wisdom of the Mother, I cast Diagnosis!

Neutral

Our minds will share a magic symbiosis, I learn of your condition by casting Diagnosis!

Evil

Your ailments cannot be hidden from the all-seeing eyes of the Dark Three, I cast Diagnosis!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Diagnosis

Yes Yes 4 Item casts Diagnosis. May be taken multiple times. Can be cast 1/event for each time taken.

References

First Aid

The first aid skill is required to feed potions to other characters.

The first aid skill allows a character to ask simple medical based questions of another player, such as “Were these wounds caused by a blunt weapon or a bladed one?”, "Are you breathing?", "Do you have any visible wounds?", and "Do you have a pulse?". This applies to visible conditions that if they were to occur in real life, anyone with first aid training would be able to answer or assist with. Questions regarding ailments or afflictions, such as "Are you afflicted with memory loss?" or "Do you still have a spark?", are reserved for the diagnosis spell.

In short, if you can see with your eyes or feel with your hands what is wrong, you can use First Aid to identify it. Everything else requires the diagnosis spell.

A character with first aid can remove a Blunted Torso Wound condition from characters. Limb wounds and body points cannot be healed by first aid in this way.

Should a character take "Blunt Poison!" or "Blunt Disease!" damage, a character with the first aid skill can remove the Poisoned condition or the Diseased condition with first aid, only in these situations where it is blunt damage.

Any character with first aid may role-play taking care of someone with the Bleeding Out condition to extend the time it takes before they die. This adds an additional 10 minutes (for a total of 20). The first aid doesn't need to be started until the standard 10 minutes are nearly up (though it is good role-playing to do so prior to that). During the additional 10 minutes a person with first aid must maintain steady role-play. If at any point during the additional 10 minutes no one with first aid is actively paying attention to the individual Bleeding Out that person will die immediately.

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

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires 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. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

Categories: Spells | Restoration Spells | Level 1 Spells


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