Sorcery: Healing Spells II
Healing makes adventuring less dangerous, but also makes enemies more difficult to put down. Awaken instantly wakes the subject. Euthanize kills a willing creature. Recover Energy is a passive spell that increases the rate of fatigue regeneration. Share Vitality lets the caster take on the wounds of the subject.
Awaken
Keywords: None.
Full Cost: 66 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
You can neutralize ongoing sleep or
unconsciousness caused by spells, powers, Afflictions, Affliction-like effects
of the Side Effect and Symptoms enhancements. This requires a touch and a successful
IQ roll, and costs 1 FP. Your casting roll is at ‑2 if the subject is unconscious. In addition, if used more than once per
day on a given subject, you are at a cumulative ‑3 per successful healing. Failure costs you 1d FP instead of the usual 1
FP! This spell also instantly wakes creatures that are asleep naturally.
Statistics:
Healing (Accessibility, Only to stop sleep and unconsciousness, -60%; Affliction
Only, -40%; Capped, 8 FP, ‑10%; Magical, ‑10%; Reduced Fatigue Cost 7, +140%; Reliable 4, +20%; Xenohealing,
Anything Alive, +80%) [66].
Euthanize
Keywords: None.
Full Cost: 40 points.
Casting Roll: None. Use DX or
unarmed combat skills to hit.
Range: Touch.
Duration: Instantaneous.
The caster painlessly kills a living
willing subject.
Statistics:
Affliction 1 (HT; Accessibility, Only on living willing beings, -50%; Disadvantage,
Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Melee Attack, Reach
C, Cannot Parry, -35%; Sorcery, ‑15%) [40].
Recover Energy
Keywords: None.
Full Cost: 45 points.
Casting Roll: None. Does not cost
FP.
Range: Self.
Duration: Indefinite.
While this spell is active, you
recover 1 FP per minute. This spell does not cost any FP and does not need to
be maintained.
Statistics: Regeneration
(Fast; Fatigue Only, -0%; Magical, -10%) [45].
Share Vitality
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By making physical contact with a
subject, you may immediately take on his injuries. These affect you even if you
have specific immunities to them. They get better at the usual “natural” rate
unless cured via medicine or a special ability. You may heal subjects of your
own race and any “similar” races (GM’s call); e.g., a human can heal other humans
but not dogs or plants.
Your casting roll is at -2 if the
subject is unconscious. In addition, if used more than once per day on a given
subject, you are at a cumulative -3 per successful healing. Failure costs you
1d FP instead of the usual 1 FP!
Statistics:
Healing (Empathic, -50%; Injuries Only, -20%; Sorcery, -15%) [6].
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