Difference between revisions of "Elemental Healing"

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{{tweak}}
 
{{tweak}}
 
{{spell
 
{{spell
|school=metal
+
|school=air
 +
|school2=earth
 +
|school3=electricity
 +
|school4=fire
 +
|school5=ice
 +
|school6=metal
 +
|school7=slime
 +
|school8=water
 
|xp=3
 
|xp=3
 
|distance=Near
 
|distance=Near
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|ability=N/A
 
|ability=N/A
 
|save= N/A
 
|save= N/A
|description=The mage harnesses the power of metal from other sources and turns it into life energy.  Each level of Intensity of this spell grants an increasingly higher bonus to [[Spell Defense]] against metal spells.  When defending against metal spells, if the Spell Defense roll is higher than the attacking mage's Spell Attack roll, the defender can take the difference as Health Points regained. For example, if Drinnin has Acupuncture cast on him, an enemy mage makes a Spell Attack roll for a metal spell of 25, and Drinnin makes a Spell Defense of 29, he regains 4 HP.
+
|description=The mage harnesses the power of metal 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.
|level1=+2 to Spell Defense against metal
+
 
|level2=+4 to Spell Defense against metal
+
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''.
|level3=+6 to Spell Defense against metal
+
 
|level4=+8 to Spell Defense against metal
+
|level1=+2 to Guard Roll against chosen element
|level5=+10 to Spell Defense against metal
+
|level2=+4 to Guard Roll against chosen element
 +
|level3=+6 to Guard Roll against chosen element
 +
|level4=+8 to Guard Roll against chosen element
 +
|level5=+10 to Guard Roll against chosen element
 
}}
 
}}

Revision as of 23:45, 10 July 2011

Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
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
SaveN/A

The mage harnesses the power of metal 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 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