Sunday, 11 June 2017

Sorcery: Healing Spells V

Sorcery: Healing Spells V

Even more healing spells! Relieve Addiction replaces three daily doses. Relieve Paralysis makes a subject temporarily immune to paralysis. Stop Paralysis cures paralysis. Restore Memory is helpful against brainwashers.

Relieve Addiction
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Range: Unlimited.
Duration: Three days.

You can temporarily remove any addictions in a subject. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his addiction; the GM will reveal his Addiction disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. A critical success here gives the subject an excuse to buy off his problem, if he has the character points!
Statistics: Mind Control (Accessibility, Only to remove addictions, -20%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [10].
  
Relieve Paralysis
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is completely immune to paralysis for the duration of the spell. The symptoms are suppressed and the duration does count toward the paralysis’ duration. Recasting this spell enough times lets the subject wait out a temporary paralysis!
Statistics: Affliction 1 (HT; Advantage, Resist Paralysis, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Notes: “Resist Paralysis” is Immunity to Paralysis (Magical, -10%) [9].

Restore Memory
Keywords: Resisted (Will).
Full Cost: 83 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Range: Unlimited.
Duration: Permanent.

You can permanently restore subject’s memory. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his lost memories; the GM will reveal his Amnesia disadvantages or memories lost to other effects and spells. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better.
Statistics: Mind Control (Accessibility, Only to restore memories, -20%; Conditioning Only, -50%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Sorcery, -15%) [83].
  
Stop Paralysis
Keywords: None.
Full Cost: 74 points.
Casting Roll: IQ. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.

You can neutralize ongoing paralysis caused by spells, powers, Afflictions, Affliction-like effects of the Side Effect and Symptoms enhancements. 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!
Statistics: Healing (Accessibility, Only to stop paralysis, -60%; Affects Self, +50%; Affliction Only, -40%; Capped, 6 FP, 15%; Magical, 10%; Ranged, +40%; Reduced Fatigue Cost 5, +100%; Xenohealing, Anything Alive, +80%) [74].

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