Elemental Healing
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! |
Rarity | 3 |
---|---|
AP | 4 |
Target | Creature |
Distance | Near |
Lasts | 2 rounds per school rank |
Save | N/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 Fire Healing. In the ice school, it's called Cold Compress. To earth mages, it's Rock Rehab. To air mages, it's Healing Wind. Slime mages call this spell Corrosive Cure. Metal mages refer to it as Acupuncture. Electricity mages call this spell Shock Therapy. Water mages call it Healing Water.
Intensity Effects
- +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