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The Restoration School | |
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Healing is the primary domain of Restoration magic, but it also has some effects related to maintaining health and understanding what is wrong with others.
Description
Restoration magic is the purest form of magical energy. It allows the caster to heal the wounded, rid a person of ailments, and even revive the nearly dead.
While this school does have some defenses which allow the caster to temporarily stave off death, it contains no traditional defensive spells such as those found in the Aegis school. The Restoration school specialist is often considered as vulnerable to attack as a result.
Common symbols for restoration include bandages, beads, and the color blue.
Restoration is associated with the Mother.
Restoration Spells
Spell Name | School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite |
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Heal Body | Restoration | 1 | Instant | Touch | Character | Heal any body damage a target has. | None
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Diagnosis
| Restoration | 1 | Instant | Touch | Character | Learn about any ailments and conditions affecting a target. | None
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Restore Limb
| Restoration | 2 | Instant | Touch | Character | Cures all limb wounds on the target. | A level 1 Restoration spell
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Purify Spirit
| Restoration | 2 | Instant | Touch | Character | Cures a target of all poisons in their body. | A level 1 Restoration spell
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Heal Mortal Wound
| Restoration | 3 | Instant | Touch | Another Character | Heals a target of their torso wound and stops them from bleeding out. | A level 2 Restoration spell
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Resilience
| Restoration | 3 | Medium (10 Minutes) | Touch | Character | Makes a target immune to killing blows and turns all damage against them to blunt. | A level 2 Restoration spell
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Panacea
| Restoration | 4 | Instant | Touch | Character | Heal a target of all wounds and restore their body points. | A level 3 Restoration spell
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Triage
| Restoration | 4 | Medium (10 Minutes) | Touch | Character | Cast certain unlimited lesser Restoration spells for 10 minutes. | A level 3 Restoration spell
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Revive
| Restoration | 5 | Instant | Touch | Character | Heals a dead target, bringing them back to life. | A level 4 Restoration spell
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Second Breath
| Restoration | 5 | Long (Game Day) | Self | Self | The character is revived after taking a torso wound. | A level 4 Restoration spell |
References
Casting Magic
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.
School Master
This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Scholar RP Skill).
Characters can become masters of every school they qualify for.
Upon becoming a Master of a School, the character may choose one level two or higher spell to specialize in. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.
A Master of a School is the only one who can benefit from a Master's Staff.
Categories: Spells | Restoration Spells | Schools
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