Site Index > Rules > Gameplay > Spell Rules > Restoration Spells > Triage |
Triage | |
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Spell Name: | Triage
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School: | Restoration
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Spell Level: | 4
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Duration: | Medium (10 Minutes)
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Range: | Touch
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Target: | Character
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Flag: | No
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Dispel: | No
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Spell Description: | Cast certain unlimited lesser Restoration spells for 10 minutes.
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Prerequisite: | A level 3 Restoration spell
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Scroll Information | |
Scarce: | No |
The ultimate spell for healers in the thick of battle, or who come in to help afterwards.
Description
Triage is a versatile spell that can be used during battle to keep a front line of fighters up by continually spamming the Heal Body spell on them, as well as removing poisons and restoring their limbs.
Effect
For the duration of this spell the target can cast Heal Body, Diagnosis, Restore Limb, and Purify Spirit without using any power points.
Detailed Interactions
- One of the best ways to use Triage is pairing one single healer behind one single fighter. With enough coordination the healer moves with the fighter and just keeps casting Heal Body over and over again, making it incredibly difficult to take them down.
- After combat is done this spell is incredibly useful for healing many different people of limb wounds and body points, or after fighting certain opponents for curing a lot of poison conditions so that they can be healed.
- Mass Diagnosis can be useful in rare situations where you really want to find something hidden among a large crowd... like a werewolf.
- This spell has a target of character, meaning that this can be cast on an ally to allow them to heal others and themselves. They do NOT need to know any of the spells Triage allows free casting of in order to use them.
- When combined with Rank 3 of the Chosen of the Mother RP skill, a character can also cast the Heal Mortal Wound spell with their Triage once an event.
- 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
I will share the loving embrace of the Mother with Triage!
Neutral
Gather around, my entourage, for I cast Triage!
Evil
The Dark Master keeps alive those that are worthy, I cast Triage!
Crafting Costs
Option Name | Ornamenting Craftable | Weaponsmithing Craftable | Craft Point Cost | Description
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Cast Triage | Epic Only | Epic Only | 16 | Item casts Triage. May be taken multiple times. Can be cast 1/event for each time taken. |
References
Heal Body Spell
Restore any lost Body Points to the target.
Diagnosis Spell
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.
Purify Spirit Spell
Removes the Poisoned and Weakened conditions from a target, as well as any effect attached to those conditions.
Restore Limb Spell
Heal one target of all Limb Wound conditions.
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 4 Spells | Healing | Poison Defenses | Wounds | Body Points
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