Spellbook

4 entries found.

Rank 1

Curing Ceremony
KeywordsHealing
DurationInstant
EL3
fatigue10
difficulty-5
This spell allows the Cleric to call upon the Ancestors and earth spirits to attempt to cure a curse, disease, or poisoning suffered by another Keldian. Taking them to a Satvan they conduct a ritual to importune the spirits for aid. The Cleric may make a roll of Presence resisted by the difficulty of the affliction to attempt to remove it, and may spend any number of additional fatigue (or Lethal) above the casting cost to increase the roll. If they make the roll then the affliction is broken and will begin to slowly fade (a curse has it's effects lessened, a poison or disease causes no further damage). Additional successes speed the recovery time. A Curing cannot affect an affliction with a difficulty greater than 10 + Caster Level x 5.

For dramatic curings (such as an attempt to remove a mighty curse) you may make the curse breaking roll into an extended contest of Presence vs. Affliction, where the Cleric may spend fatigue and lethal on each roll. Accumulating 3 successes ends the curse. In this case the Cleric takes the margin of failure on his rolls as Fatigue.

The difficulty of a disease or poison is equal to the resistance of any Physical (or equivalent) roll required by the sufferer to avoid it. Curses caused by spells have a difficulty of 10 + Rank + EL.

Rank 2

Flame of Deadly Healing
KeywordsHealing
DurationInstant
EL1
fatigue7
difficulty-5
When this spell is cast a burst of red flame leaps from the Mage’s hand to strike another person within touching range. Roll a D20. On an 11 or more this spell will heal D4 damage sustained by the target, on a 10 or less it will cause a further D4 damage. This spell only works on a willing or unconscious target.
power+1 on the healing/damage roll per Power Level
Healing Ceremony
KeywordsHealing
DurationInstant
EL3
fatigue10
difficulty-5
This spell allows the Cleric to attempt to heal a wounded Keldian with the help of an Ancestor. The Cleric must have some of the Ancestor's remains at hand, and the Ancestor must be willing. The Cleric touches the remains with one hand and the Keldian with the other and attempts to move damage from one to the other. If the spell succeeds the Cleric heals up to the capacity of the remains in Lethal damage, and the remains crumble to ash and blow away. Whether the spell fails or succeeds the Cleric takes 1 Lethal damage.

Different sizes of remains can absorb different amounts of damage. A small bone (finger or toe) will heal up to 4 Lethal, a larger bone (rib, forearm) will heal 6, while the largest bones (skull, upper limbs, spine) will heal 10. Obviously the stock of remains held by a given Cleric may be very limited.

Rank 3

Life Flame
KeywordsHealing
DurationInstant
EL2
fatigue10
difficulty-9
Requires Flame of Deadly Healing

This spell allows the Mage to channel his own life-force into another, with the intention of healing his wounds. Unfortunately the magic achieves this by draining the Mage’s own Health. The Mage must touch the subject, who is briefly outlined in flame. The spell then restores D6 Health to the target while doing D6 damage to the Mage. No device nor spell will prevent this loss of life. This spell is not taught by all schools of Mages but is instead held only in the hands of the most significant locations of the orders, such as the Great Cities and the principal towns.
powerEach Power Level adds +1 to the amount of Health healed. For each extra point added in this way roll a D6. On a roll of a 6 the Mage takes a further D6 damage, in addition to the one caused by the spell.