Wednesday 7 June 2017

Sorcery: Healing Spells II

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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