Second Breath

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Second Breath

Spell Information

Restoration School

Spell Name: Second Breath

School: Restoration

Spell Level: 5

Duration: Long (Game Day)

Range: Self

Target: Self

Flag: Yes

Dispel: Yes

Spell Description: The character is revived after taking a torso wound.

Prerequisite: A level 4 Restoration spell

Potion

Name: Second Breath

Scarce: Yes

Scroll Information

Scarce: No

A very powerful means of self-protection for healers to ensure they are still around to heal others after a fight is done.

Description

Second Breath is one of the most potent defensive spells available, ensuring that nothing will keep you down. If you take a "Torso Wound", you instead are completely healed and given the Dissipated condition.

Effect

This spell activates as soon as the subject gains a "Torso Wound" condition. Once activated:

  • The Second Breath spell ends immediately.
  • The player calls "Second Breath!".
  • The character gains the effects of the Revive spell.
  • They then unpreventably gain the Dissipated condition for 10 minutes.
    • The character may voluntarily end the Dissipated condition at any time, but if this is done before 10 minutes have elapsed the Revive effects are undone (returning any healed damage or conditions).

Detailed Interactions

  • The "Grounding!" call does not interact with the Second Breath spell. If you are under the effects of grounding and Second Breath triggers, you still gain the "Disspiated!" condition as it is unpreventable.
  • In the rare (but possible) case that you are under the effect of Second Breath and a creature capable of removing you from the "Dissipated!" condition does so, you do not lose the revive effects. You are still removed from the dissipate but are completely healed and can act normally.
    • Note that this is because it is gaining the dissipated effect that is unpreventable. Removing the effect is not.
  • Prior to taking a "torso wound", if you are hit by a "Dispel!" call Second Breath will be removed.
    • If you are also under the effect of Aura of Reflection, that will prevent Second Breath from being removed since "Dispel!" would instead consume a charge of the shield provided by Aura of Reflection.
    • Ethereal Sealant will also prevent Second Breath from being removed in this case, provided that Second Breath was cast before the Ethereal Sealant was applied.
  • It's worth pointing out this spell synergizes very poorly with Resilience. Any "torso wound" will trigger the 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).
  • You can voluntarily drop Second Breath at any time to avoid needing to spend time standing around dissipated but will not benefit from the healing effects if you do so.
    • This means that if you drop a dissipated condition triggered by Second Breath before the 10 minutes is up, you will retain the "torso wound".

This spell has the steep drawback of needing to wait 10 minutes for it to take full effect because without it, people had a tendency to use it to help in combat by getting up in the middle of the battle to fight more. This defeated its intended purpose and made it a must-have among fighter types.

Sample Incants

Septly

May the Mother’s compassion provide me with Second Breath!

Neutral

Lest my day end in death, grant me now a Second Breath.

Evil

Essence of Darkness, make me whole again in a time of need… Second Breath!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Second Breath

Epic Only Epic Only 20 Item casts Second Breath. May be taken multiple times. Can be cast 1/event for each time taken.

References

Torso Wound

A Torso Wound is a catch all injury for anything that would result in a character taking enough damage to fall unconscious. When a character first gains the Torso Wound condition they also gain the Bleeding Out condition at the same time. If the Bleeding Out condition is later removed we refer to this as the character being 'stable': they still have a Torso Wound, but are in no danger of dying.

Any damage to a character with a Torso Wound will result in that character dying immediately. This is known as a killing blow. Accidental damage, such as from a tag bag that hits the fallen character instead of it's intended target, will also kill the character.

Revive Spell

Dissipated Condition

A Dissipated character has become one with the elements and is safe from most harm. The Dissipated condition lasts for 10 minutes from the time the flag is held up.

This is the primary go-to method for people who don't want to participate in combat to avoid doing so. Dissipate can be used on a case-by-case basis to evade a fight, although that isn't its only use. When done carefully it can be done in the middle of combat to cause enemies to focus on someone else and then when their backs are turned the Dissipated condition can be ended voluntarily to take advantage of an opportunity. Dissipate can also be used to create ambushes if you know someone will be coming to a certain location in the next 10 minutes.

  • Before this condition can begin the character must raise a blue flag above their head; prior to this happening they are still vulnerable to attack.
  • The flag must be held in an empty hand and can't be tied to anything, like a weapon or finger.
  • While Dissipated you can't move, but others no longer "know where you are" and should role-play accordingly. Other characters should assume that you have vanished completely. Standing around waiting for this condition to end is not acceptable game play.
  • Because this condition always comes from a spell effect, it may be ended voluntarily at any time as long as the character isn't Helpless.
  • While the blue flag is up the character can't be attacked. Characters affected by the Dissipated condition are completely aware of their surroundings, but cannot move (except for safety, as described below). Remind other characters that you are dissipated by saying Dissipate! as often as is needed.

For safety reasons you should never become Dissipated while in front of a group of people who are running, or where you could otherwise be a trip or collision hazard. If you dissipate and it becomes such a situation it is ok to step aside (if possible, leave a marker like a tag bag behind to mark where you were). Return to that location before you drop the Dissipated condition. Likewise, if combat is taking place near where you are dissipated, it is very much appropriate to relocate yourself to avoid it and return when the area is safer.

  • If a character uses a "Detect!" call that you would normally respond to while you are Dissipated, you do not answer.
  • Some rare creatures can see through the Dissipated condition and may attack you while dissipated. They will communicate this by saying "No Effect!" or "Grounding!" in response to your call of "Dissipate!", usually while stabbing you repeatedly.

Order of Prevention Effects

When you are hit do the following in this order:

  1. Check for on-going prevention effects (immunities such as the spell Mind Blank).
  2. Check for one-time prevention effects (effects like the spell Spirit Shield).
  3. Apply remaining damage to Magic Armor.
  4. Apply remaining damage to Physical Armor.
  5. Apply remaining damage to Natural Armor.
  6. Apply remaining damage to Body Points.
  7. If any damage remains take a Wound condition in the location hit.

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 5 Spells] | [[!Healing | Wounds | Body Points | Poison Defenses


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