Thursday 18 January 2024

Clerical Spells: Healing Spells I

Clerical Spells: Healing Spells I

Phew, now that druids are done, let's think about the clerics. While gods have diverse portfolios, for now I'm only going to convert the cleric-exlusive spells, i.e. healing and generic alignment/moral spells. For the purpose of all these builds, I will assume that the Pact component of the Divine power modifier is worth -10%. All these spells will have the divine focus component - the need for a holy symbol, and they will haave power skills, just like wizardry spells.


    Cure Wounds
    Keywords: None.
    Full Cost: 33 points.
    Casting Roll: Skill. Cannot exceed Physiology.
    Components: V, S, DF.
    Cost: 1 FP or more; see text.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.

    By making physical contact with a subject, you may immediately heal him 2 HP per each FP spent on the casting. This also automatically stops any bleeding. This spell affects any living being – humans, animals, plants, elementals, but not constructs or undead.
    You casting skill cannot be higher than your Physiology skill. Physiology modifiers (p. B181) are applied. 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 FP cost!
    Statistics: Healing (Affects Self, +50%; Cannot restore crippled limbs, -10%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Injuries Only, -20%; Nuisance Effect, Physiology Limit, -5%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Xenohealing, Anything Alive, +80%) [33].

    Remove Blindness
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S, DF.
    Cost: 1 FP or more; see text.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.

    You can cure blindness or visual impairment of a living creature with your touch. Your casting roll is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious, and at an additional modifier that depends on severity of the affliction (see below). Failure costs you 1d FP.
    Your casting roll is at -1 per full 50% of what the impairment is worth as an Affliction, Side Effect, or Symptom effect. For example, the casting roll to remove Blindness (worth +50%) is at -1, but a casting roll to remove Bad Sight (worth +25%) is unmodified. The FP cost is equal to twice the absolute value of the penalty, minimum 1. Thus, removing Bad Sight costs 1 FP, and removing Blindness costs 2 FP.
    If the visual impairment in question is represented by a truly permanent disadvantage (such as a disadvantage taken at character generation, or inflicted by an Affliction with Extended Duration, Truly Permanent), then this spell requires you to buy off these disadvantages with your own character points. You may do so partially. For example, if you do not have enough points to buy off Blindness, you can pay enough points to downgrade it to Bad Sight.
    Statistics: Healing (Accessibility, Only blindness, -40%; Affects Self, +50%; Affliction Only, -40%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Xeno-Healing, Anything Alive, +80%) [20].

    Remove Deafness
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S, DF.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.

    You can cure deafness or hearing impairment of a living creature with your touch. Your casting roll is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, and at a flat -2 penalty if the patient is unconscious. Failure costs you 1d FP.
    If the hearing impairment in question is represented by a truly permanent disadvantage (such as a disadvantage taken at character generation, or inflicted by an Affliction with Extended Duration, Truly Permanent), then this spell requires you to buy off these disadvantages with your own character points. You may do so partially. For example, if you do not have enough points to buy off Deafness, you can pay enough points to downgrade it to Hard of Hearing.
    Statistics: Healing (Accessibility, Only deafness, -40%; Affects Self, +50%; Affliction Only, -40%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Xeno-Healing, Anything Alive, +80%) [20].

    Remove Disease
    Keywords: None.
    Full Cost: 32 points.
    Casting Roll: Skill.
    Components: V, S, DF.
    Cost: 1 FP or more; see text.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.

    You can cure disease of a living creature with your touch. Your casting roll is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious, and at an additional modifier to cure disease (see below). Failure costs you 1d FP.
    Your skill roll is at a modifier set by the GM, from +1 for a common cold to -15 for bone marrow cancer. The FP cost is equal to twice the absolute value of the penalty, minimum 1. For example, if a kidney infection causes a -3 penalty to skill, the cost to cure it would be 6 FP.
    If the disease in question is represented by a truly permanent disadvantage (such as a disadvantage taken at character generation, or inflicted by an Affliction with Extended Duration, Truly Permanent), then this spell requires you to buy off these disadvantages with your own character points. You may do so partially. For example, if you do not have enough points to buy off Chronic Pain, you can pay enough points to decrease its intensity or frequency.
    Statistics: Healing (Affects Self, +50%; Disease Only, -40%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Xeno-Healing, Anything Alive, +80%) [32].

    Remove Paralysis
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S, DF.
    Cost: 1 FP or more; see text.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.

    You can cure paralysis or similar impairments of a living creature with your touch. Your casting roll is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious, and at an additional modifier that depends on severity of the affliction (see below). Failure costs you 1d FP.
    Your casting roll is at -1 per full 50% of what the impairment is worth as an Affliction, Side Effect, or Symptom effect. For example, the casting roll to remove Paralysis (worth +150%) is at -3, but a casting roll to remove Paraplegic (worth +30%) is unmodified. The FP cost is equal to twice the absolute value of the penalty, minimum 1. Thus, removing Paraplegic costs 1 FP, and removing Paralysis costs 6 FP.
    If the impairment in question is represented by a truly permanent disadvantage (such as a disadvantage taken at character generation, or inflicted by an Affliction with Extended Duration, Truly Permanent), then this spell requires you to buy off these disadvantages with your own character points. You may do so partially. For example, if you do not have enough points to buy off Quadriplegic, you can pay enough points to downgrade it to Paraplegic.
    Statistics: Healing (Accessibility, Only paralysis, -40%; Affects Self, +50%; Affliction Only, -40%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Xeno-Healing, Anything Alive, +80%) [20].

    Restroration
    Keywords: None.
    Full Cost: 32 points.
    Casting Roll: Skill.
    Components: V, S, DF.
    Cost: 1 FP or more; see text.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.

    You can cure afflictions of a living creature with your touch. Your casting roll is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious, and at an additional modifier that depends on severity of the affliction (see below). Failure costs you 1d FP.
    Your casting roll is at -1 per full 50% of what the impairment is worth as an Affliction, Side Effect, or Symptom effect. For example, the casting roll to remove Paralysis (worth +150%) is at -3, but a casting roll to remove Daze (worth +50%) is at -1. The FP cost is equal to twice the absolute value of the penalty, minimum 1. Thus, removing Daze costs 2 FP, and removing Paralysis costs 6 FP.
    If the impairment in question is represented by a truly permanent disadvantage (such as a disadvantage taken at character generation, or inflicted by an Affliction with Extended Duration, Truly Permanent), then this spell requires you to buy off these disadvantages with your own character points. You may do so partially. For example, if you do not have enough points to buy off Blindness, you can pay enough points to downgrade it to Bad Sight.
    Statistics: Healing (Affects Self, +50%; Affliction Only, -40%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Xeno-Healing, Anything Alive, +80%) [32].


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