Resilience

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Resilience

Spell Information

Restoration School

Spell Name: Resilience

School: Restoration

Spell Level: 3

Duration: Medium (10 Minutes)

Range: Touch

Target: Character

Flag: Person

Dispel: Yes

Spell Description: Makes a target immune to killing blows and turns all damage against them to blunt.

Prerequisite: A level 2 Restoration spell

Potion

Name: Resilience

Scarce: No

Scroll Information

Scarce: No

One of the few defensive spells available to the Restoration School, Resilience makes healing the wounded after battle much easier.

Description

This spell turns all damage against a target to blunt damage and prevents their Spark from being stolen. This makes easier for them to wake up by themselves, for someone with the First Aid skill to get them up, and harder for foes to finish them off.

Effect

  • The target treats all damage taken as Blunt damage, regardless of the source.
    • If the subject would gain a Torso or Limb wound condition, it is considered blunt as well.
  • The target is immune to Killing Blows and Reap Spirit.

Detailed Interactions

  • A character with a kill condition who has the Resilience spell on them can still have the kill condition met, even if they are immune to killing blows.
  • It's worth pointing out this spell synergizes very poorly with Second Breath. Any "torso wound" will trigger the Second Breath effect, causing you to vanish; even though Resilience turns the torso wound to a "blunted torso wound" you still took a torso wound, which will trigger Second Breath (often undesirably).
  • With the help of the First Aid skill you can immediately heal blunt torso wounds, making this spell incredibly helpful for getting people up after combat is done.
  • If a target has the Sparkless or Damaged Spark conditions, this spell has no effect. You need to find or fix the target's Spark before they can be healed.
    • If you are a character under the effect of the Sparkless or Damaged Spark conditions, you call No Effect to all Restoration magic.

Sample Incants

Septly

Mother protect my charge, give their skin great Resilience!

Neutral

My spark shines with great brilliance, so I cast Resilience!

Evil

Darkness, give me the Resilience to let fatal blows fade into nothingness!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Resilience

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

References

Blunt Damage

Anytime a character take's 'Blunt!' damage they receive the Blunted condition. This condition can be gained multiple times for each instance of 'Blunt!' damage. When the Blunted condition wears off, the damage that caused the condition wears off as well. Rather than tracking each Blunted condition's timing separately it is almost always easiest to start counting from the last instance of the Blunted condition and when that 10 minutes is up, heal all your 'Blunt!' body damage or 'Blunt!' Wound conditions. Magical (or alchemical) healing can be used to immediately heal Blunted damage if someone desires. This will also end the condition.

Any Wound conditions caused by 'Blunt!' damage also get the Blunted condition and can be cured normally, or are automatically cured when the Blunted condition gets removed.

If a character takes a 'Blunt!' Torso Wound it does not give the Bleeding Out condition.

'Poison Blunt!' damage will wear off like any other blunt damage along with the Poisoned condition. The same goes for 'Disease Blunt!' damage and the Diseased condition.

If a character has the a Blunted Torso Wound condition, the First Aid skill can remove it (and only it). This even works if the Torso Wound was caused by 'Poison Blunt!' damage (which normally cannot be healed without curing the Poisoned condition).

Many players don't realize that the first aid skill can only remove Blunt Torso Wounds. The first aid skill cannot heal Blunt Limb Wounds or blunt body damage.

Killing Blows

A special kind of attack, known as a killing blow, is available to characters circumstantially. Killing blows can only be performed if an opponent has the Torso Wound condition. To make a killing blow you role-play giving the character a fatal wound. There is no special call made when you perform a killing blow.

Sometimes you'll hear someone say 'Killing Blow!' aloud when they perform one, this is incorrect and shouldn't be done.

A killing blow gives a character the Dead condition.

Reap Spirit

Target another character who is dead or has a Torso Wound condition. This inflicts a killing blow, and if successful, the target's spark is taken. The target gains the Sparkless condition and you gain the Stolen Spark condition.

When this is used on undead, this causes a killing blow which counts for meeting a kill condition if appropriate, but no spark is taken.

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 3 Spells | Blunt Calls | Immunities


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