Difference between revisions of "Elemental Healing"

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{{tweak}}
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{{sexy}}
 
{{spell
 
{{spell
|school=air
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|essence=stygian
|school2=earth
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|school=all
|school3=electricity
 
|school4=fire
 
|school5=ice
 
|school6=metal
 
|school7=slime
 
|school8=water
 
 
|xp=3
 
|xp=3
 
|distance=Near
 
|distance=Near
 
|target=Creature
 
|target=Creature
 
|time=2 rounds per school rank
 
|time=2 rounds per school rank
|ability=N/A
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|description=The mage harnesses the power of an element from other sources and turns it into life energy. When defending against spells of this element, if the Guard Roll is higher than the attacking mage's [[Casting Roll]], the defender can take the difference as Health Points regained. For example, if Drinnin has the Elemental Healing spell cast on him, an enemy mage makes a Casting Roll for an elemental spell of 25, and Drinnin makes a Guard Roll of 29, he regains 4 HP. Creatures benefiting from the effects of this spell are immune to damage of the specified element except on a critical failure of the Guard Roll.
|save= N/A
 
|description=The mage harnesses the power of an element from other sources and turns it into life energy. Each level of Intensity of this spell grants an increasingly higher bonus to the [[Guard Roll]] against spells of a particular element.  When defending against spells of this element, if the Guard Roll is higher than the attacking mage's [[Casting Roll]], the defender can take the difference as Health Points regained. For example, if Drinnin has the Elemental Healing spell cast on him, an enemy mage makes a Casting Roll for an elemental spell of 25, and Drinnin makes a Guard Roll of 29, he regains 4 HP.
 
 
 
When learning this spell, the mage must choose the specific element that is used when cast. A mage can learn this spell in different elemental schools, but must buy Spell skill ranks in each. In the fire school, this spell is known as {{spell badge|fire|inline=1|size=16}} ''Fire Healing''. In the ice school, it's called {{spell badge|ice|inline=1|size=16}} ''Cold Compress''. To earth mages, it's {{spell badge|earth|inline=1|size=16}} ''Rock Rehab''. To air mages, it's {{spell badge|air|inline=1|size=16}} ''Healing Wind''. Slime mages call this spell {{spell badge|slime|inline=1|size=16}} ''Corrosive Cure''. Metal mages refer to it as {{spell badge|metal|inline=1|size=16}} ''Acupuncture''. Electricity mages call this spell {{spell badge|electricity|inline=1|size=16}} ''Shock Therapy''. Water mages call it {{spell badge|water|inline=1|size=16}} ''Healing Water''.
 
  
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A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.
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<table>
 +
<tr>
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  <th>{{spell badge|fire|inline=1|size=16}}</th>
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  <td>Heating Pad</td>
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  <th>{{spell badge|ice|inline=1|size=16}}</th>
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  <td>Cold Compress</td>
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  <th>{{spell badge|earth|inline=1|size=16}}</th>
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  <td>Rock Rehab</td>
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</tr>
 +
<tr>
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  <th>{{spell badge|air|inline=1|size=16}}</th>
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  <td>Oxygen Tank</td>
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  <th>{{spell badge|slime|inline=1|size=16}}</th>
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  <td>Antacid</td>
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  <th>{{spell badge|metal|inline=1|size=16}}</th>
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  <td>Acupuncture</td>
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</tr>
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<tr>
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  <th>{{spell badge|electricity|inline=1|size=16}}</th>
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  <td>Shock Therapy</td>
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  <th>{{spell badge|water|inline=1|size=16}}</th>
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  <td>Water Therapy</td>
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  <th>{{spell badge|verdance|inline=1|size=16}}</th>
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  <td>Nourishment</td>
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</tr>
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<tr>
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  <th>{{spell badge|ruin|inline=1|size=16}}</th>
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  <td>Bloodletting</td>
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  <th>{{spell badge|light|inline=1|size=16}}</th>
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  <td>Photosynthesis</td>
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  <th>{{spell badge|dark|inline=1|size=16}}</th>
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  <td>Night Clinic</td>
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</tr>
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</table>
 +
|intensity=Each level of Intensity of this spell grants an increasingly higher bonus to the [[Guard Roll]] against spells of a particular element.
 
|level1=+2 to Guard Roll against chosen element
 
|level1=+2 to Guard Roll against chosen element
 
|level2=+4 to Guard Roll against chosen element
 
|level2=+4 to Guard Roll against chosen element

Latest revision as of 20:26, 3 April 2022

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a stygian essence
This spell can be powered by any element
Rarity 3
AP 4
Target Creature
Distance Near
Lasts 2 rounds per school rank

The mage harnesses the power of an element from other sources and turns it into life energy. When defending against spells of this element, if the Guard Roll is higher than the attacking mage's Casting Roll, the defender can take the difference as Health Points regained. For example, if Drinnin has the Elemental Healing spell cast on him, an enemy mage makes a Casting Roll for an elemental spell of 25, and Drinnin makes a Guard Roll of 29, he regains 4 HP. Creatures benefiting from the effects of this spell are immune to damage of the specified element except on a critical failure of the Guard Roll.

A mage can cast this spell using any of the listed elements, but must buy Elemental Skill ranks in each. Every elemental school has a nickname for this spell.

This is a fire spell Heating Pad This is a ice spell Cold Compress This is a earth spell Rock Rehab
This is a air spell Oxygen Tank This is a slime spell Antacid This is a metal spell Acupuncture
This is a electricity spell Shock Therapy This is a water spell Water Therapy This is a verdance spell Nourishment
This is a ruin spell Bloodletting This is a light spell Photosynthesis This is a dark spell Night Clinic

Intensity Effects

Each level of Intensity of this spell grants an increasingly higher bonus to the Guard Roll against spells of a particular element.

  1. +2 to Guard Roll against chosen element
  2. +4 to Guard Roll against chosen element
  3. +6 to Guard Roll against chosen element
  4. +8 to Guard Roll against chosen element
  5. +10 to Guard Roll against chosen element