Difference between revisions of "Elemental Healing"
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{{spell | {{spell | ||
− | | | + | |essence=stygian |
− | | | + | |school=all |
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|xp=3 | |xp=3 | ||
|distance=Near | |distance=Near | ||
|target=Creature | |target=Creature | ||
|time=2 rounds per school rank | |time=2 rounds per school rank | ||
− | |description=The mage harnesses the power of an element from other sources and turns it into life energy. | + | |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. |
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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. | ||
+ | <table> | ||
+ | <tr> | ||
+ | <th>{{spell badge|fire|inline=1|size=16}}</th> | ||
+ | <td>Heating Pad</td> | ||
+ | <th>{{spell badge|ice|inline=1|size=16}}</th> | ||
+ | <td>Cold Compress</td> | ||
+ | <th>{{spell badge|earth|inline=1|size=16}}</th> | ||
+ | <td>Rock Rehab</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|air|inline=1|size=16}}</th> | ||
+ | <td>Oxygen Tank</td> | ||
+ | <th>{{spell badge|slime|inline=1|size=16}}</th> | ||
+ | <td>Antacid</td> | ||
+ | <th>{{spell badge|metal|inline=1|size=16}}</th> | ||
+ | <td>Acupuncture</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|electricity|inline=1|size=16}}</th> | ||
+ | <td>Shock Therapy</td> | ||
+ | <th>{{spell badge|water|inline=1|size=16}}</th> | ||
+ | <td>Water Therapy</td> | ||
+ | <th>{{spell badge|verdance|inline=1|size=16}}</th> | ||
+ | <td>Nourishment</td> | ||
+ | </tr> | ||
+ | <tr> | ||
+ | <th>{{spell badge|ruin|inline=1|size=16}}</th> | ||
+ | <td>Bloodletting</td> | ||
+ | <th>{{spell badge|light|inline=1|size=16}}</th> | ||
+ | <td>Photosynthesis</td> | ||
+ | <th>{{spell badge|dark|inline=1|size=16}}</th> | ||
+ | <td>Night Clinic</td> | ||
+ | </tr> | ||
+ | </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
This rule is pretty sexy and doesn't need any attention. Consider it good to go. |
Rarity | 3 |
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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.
Heating Pad | Cold Compress | Rock Rehab | |||
Oxygen Tank | Antacid | Acupuncture | |||
Shock Therapy | Water Therapy | Nourishment | |||
Bloodletting | Photosynthesis | 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.
- +2 to Guard Roll against chosen element
- +4 to Guard Roll against chosen element
- +6 to Guard Roll against chosen element
- +8 to Guard Roll against chosen element
- +10 to Guard Roll against chosen element