Healing Water

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Revision as of 23:54, 14 June 2011 by Doublecompile (talk | contribs) (spell level→intensity)
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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 water spell
Rarity 3
AP 4
Target Creature
Distance Near
Lasts 2 rounds per school rank
SaveN/A

The mage harnesses the power of water 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 water spells. When defending against water 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 Healing Water cast on him, an enemy mage makes a Spell Attack roll for a water spell of 25, and Drinnin makes a Spell Defense of 29, he regains 4 HP.

Intensity Effects

  1. +2 to Spell Defense against water
  2. +4 to Spell Defense against water
  3. +6 to Spell Defense against water
  4. +8 to Spell Defense against water
  5. +10 to Spell Defense against water