Difference between revisions of "Elemental Healing"

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{{spell
 
{{spell
 
|school=air
 
|school=air
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|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.  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. 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''.
 
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''.

Revision as of 00:58, 20 January 2012

PinUp.svg This rule is pretty sexy and doesn't need any attention. Consider it good to go.
This spell has a unknown essence
This is a air spell
This is a earth spell
This is a electricity spell
This is a fire spell
This is a ice spell
This is a metal spell
This is a slime spell
This is a water spell
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. 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. 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.

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 This is a fire spell Fire Healing. In the ice school, it's called This is a ice spell Cold Compress. To earth mages, it's This is a earth spell Rock Rehab. To air mages, it's This is a air spell Healing Wind. Slime mages call this spell This is a slime spell Corrosive Cure. Metal mages refer to it as This is a metal spell Acupuncture. Electricity mages call this spell This is a electricity spell Shock Therapy. Water mages call it This is a water spell Healing Water.

Intensity Effects

  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