Saturday, 10 June 2017

Sorcery: Healing Spells IV

Sorcery: Healing Spells IV

More healing spells, but these ones are more straightforward. Major Healing and Great Healing are like Minor Healing, but better. Stop Bleeding allows the caster to bandage wounds with magic. Resuscitate can restart a heart or stop a functioning heart.
  
Great Healing
Keywords: None.
Full Cost: 86 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By making physical contact with a subject, you may immediately heal him 5d HP. This also automatically stops any bleeding. 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 (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 10 FP, -5%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 9, +180%) [86]. Note: The 20 HP of healing has been converted to dice per p. B269.

Major Healing
Keywords: None.
Full Cost: 45 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By making physical contact with a subject, you may immediately heal him 2d HP. This also automatically stops any bleeding. 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 (Affects Self, +50%; Cannot restore crippled limbs, -10%; Capped, 4 FP, -20%; Injuries Only, -20%; Magical, -10%; Reduced Fatigue Cost 3, +60%) [45]. Note: The 8 HP of healing has been converted to dice per p. B269.
    
Resuscitate
Keywords: Resisted (HT).
Full Cost: 123 points.
Casting Roll: IQ. Use DX or unarmed attack skills to hit.
Range: Touch.
Duration: Instantaneous.

You touch the subject and restart his heart or lungs, if he is suffering from asphyxiation, drowning, or heart attack. This requires 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!
When used on a living person whose heart and lungs are functioning, this spell is deadly. The jolt deals 4d damage, ignoring DR, if the subject fails to resist. The subject makes a HT roll at -1 per full 2 HP lost. On a failure he falls unconscious for (20 – HT) minutes. Failure by 5 or more, or a critical failure, results in a heart attack, as per p. B429.
Statistics: Healing (Accessibility, Only to stop drowning, asphyxiation, or heart attack, -60%; Affects Self, +50%; Affliction Only, -40%; Magical, -10%; Reduced Fatigue Cost 11, +220%; Xenohealing, Anything Alive, +80%) [102] + Crushing Attack 4d (Accessibility, Only on living creatures not dying from drowning, asphyxiation, or heart attack, -5%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Melee Attack, Reach C, Cannot Parry -35%; Malediction 1, +100%; No Knockback, -10%; No Signature, +20%; Side Effect, Unconsciousness, secondary Heart Attack, +310%; Sorcery, 15%) [101/5=21]. Note: These two abilities are bought as Alternative Abilities.


Stop Bleeding
Keywords: Resisted (HT).
Full Cost: 12 points.
Casting Roll: IQ or First Aid (at +4).
Range: 10 yards.
Duration: Instantaneous.

The subject, who must be within 10 yards, stops bleeding, as if his wounds were bandaged (p. 424). This also heals 1 HP. An unsuspecting or unwilling subject resists with HT. A willing target can (and usually will) waive his resistance.
Statistics: Telekinesis 1 (One Task, Bandaging wounds, -60%; Reduced Time 10, +200%; Requires IQ vs. HT roll, -10%; Sorcery, -15%) [11] + Accessory (TK Bandages) [1]. Note: Here, Reduced Time is used to shorten a 10-minute bandaging procedure to one second, which was chosen because it costs the same as an Average technique to buy off the -10 for “instant use.”

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