Clerical Spells: Healing Spells II
And here we have the final healing spells. Now, onto the alignment/moral spells!
Delay Poison
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 35 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Delay Poison, +150%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20]. Note: “Delay Poison” is Immunity to Poison (Divine, +0%) [15]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
Neutralize Poison
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Instantaneous, the poison flushes in 1d hours.
This spell flushes poisons from the subject’s body. The caster must first roll against Poisons (or Alchemy, Pharmacy, etc., as appropriate) to identify the poison. He cannot attempt this roll until he knows that the subject has been poisoned. In most cases, this can be discovered when the first symptoms show! This spell flushes the poison in 1d hours, after which it has no further effect.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Neutralize Poison, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [26]. Note: “Neutralize Poison” is Unusual Training (Body Control, only to flush poisons) [1] + Body Control (VH) HT [8] modified with Cosmic, No die roll required, +100% and Divine, +0% for a final cost of 18 points.
Regenerate
Keywords: None.
Full Cost: 58 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 1 hour.
Range: Touch.
Duration: Permanent until the lost limb or organ is restored.
Your touch infuses a living creature with restorative energies, allowing it to regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost eye, arm, or leg in 2d+2 months. If the subject also has the Regeneration advantage, this spell works much faster: all lost body parts regrow in the time it takes him to heal to full HP. This spell must be cast separately for each missing limb or organ.
If the lost limb or organ was a disadvantage taken at character generation, then this spell requires you to buy off this disadvantage with your own character points. You may do so partially. For example, if you do not have enough points to buy off One Arm, you may downgrade it to One Hand.
Statistics: Affliction 1 (HT; Accessibility, One organ at a time, -5%; Accessibility, Only on living creatures, -10%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Regenerate, +400%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 hour, -75%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [58]. Notes: “Regenerate” is Regrowth (Divine, +0%) [40].
Reincarnation
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 10 character points.
Casting Time: 1 hour.
Range: Touch.
Duration: Instantaneous.
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated. A reincarnated creature recalls the majority of its former life and form
If you fail your casting roll, you cannot attempt to reincarnate that subject again.
The GM creates the new body for the subject, keeping as many of his abilities as suit that identity – but the replacement body might belong to another humanoid race, be an intelligent version of a beast, or even be a sapient plant! The GM may choose a new form or use a random table.
The reincarnated creature is restored to its full HP. In the process, however, the character permanently loses 40 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Reincarnation, +200%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Divine, -10%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 4, -40%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nuisance Effect, Time limit, -25%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [10]. Notes: “Reincarnation” is Extra Life 1 (Reincarnation, -20%) [20].
Resurrection
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: Skill.
Components: V, S, M, DF.
Cost: 12 character points.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
This spell restores a dead creature to life, as long as its remains have not been destroyed fully (brought to -10xHP). If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any resurrection attempt fails. Likewise, you cannot resurrect a creature that has been raised as undead. For every 10 years the creature has been dead, apply a -1 penalty. If you fail, you cannot attempt to resurrect this creature again.
The resurrected creature is restored to its full HP. In the process, however, the character permanently loses 50 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
Material Component: A sprinkle of holy water and diamonds worth a total of at least $6,000.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Resurrection, +250%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Divine, -10%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Increased Immunity 4, -40%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nuisance Effect, Time penalties, -15%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Trigger, Expensive Reagents, -30%) [12]. Note: “Resurrection” is Extra Life 1 [25].
No comments:
Post a Comment