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Healing Spell Seeds

Heal: Wound

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : The target of the spell heals one wound. A single character can only be healed in this manner once per hour.

Modifications:

+2 Power: This spell heals an additional wound.

Heal: Drain

Range : Melee    Complexity: 2
Casting Time : 4SA   Power: 2
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : Choose one ability at spell creation. The target of the spell is cured of one drain to that ability. A single character can only be healed in this manner once per day.

Modifications:

+2 Power: The spell heals one more ability point, of the same or a different ability.

Heal: Syndrome

Range : Melee    Complexity: 3
Casting Time : 4SA   Power: 3
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : Make a Faith check against the fortitude DC of one syndrome (such as poison or disease) the target is afflicted with. This generally works even if there is no known cure for the disease, although the GM may specify some rare diseases or poisons are immune to this ability. If you succeed, the target is cured.

Heal: Revive

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Instant
Effect : Make a Faith check against DC 6. If you succeed, the dead target comes back to life. Every round for which the target has been dead for increases the DC by +1. A target who comes back to life is treated as Disabled until he is healed a wound. This seed has no effect if it is cast on a target who is not dying. This seed also has no effect if it is cast on an undead creature.

Modifications:

+4 Power: Instead of the DC increasing by +1 per round, it increases by +1 per minute
+9 Power: Instead of increasing by +1 per round, the DC increases by +1 per day
+14 Power: The DC does not increase with time.

Heal: Shell

Range : Melee    Complexity: 1
Casting Time : 4SA   Power: 1
Target : anything in range
Type : Heal
Check: Attack Roll
Duration : Rounds
Effect : The target of the spell gains a sort of buffer against wounds. The next wound they take is ignored. The buffers dissipate at the end of the spell.

Modifications:

+1 Complexity: The target can ignore another wound. You may take this modification multiple times, each time adding one to the maximum number of …wound buffers‚ the target can have.


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