Spellbook

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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.