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    Demented_Delila
    Posted (edited)

     

    Username: Demented_Delila

    Character Name: Kanemoto Nashi

    Advancement: Novice

    Known Elements: Sound, Mana, Aeromancy, Erebomancy, Terramancy, Electromancy

    tEbevNMyu-JbrvgP_tM_ey6b6RHPgJAXrzuR33b5

    Monthly Mana: 40/40 [May]

    Monthly Enchantments: 0/1 [May]

    Known Runes: 0/15

    tEbevNMyu-JbrvgP_tM_ey6b6RHPgJAXrzuR33b5

     

     

     

    [WIP]
     

    Edited by Demented_Delila
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    • Similar Content

      • Abivi
        By Abivi
        Username: Abivi
        Character’s Name: Hildegarde Odette-Louen Kolchrave-Lancellyn
        Advancement: Novice
        Known Elements: Erebomancy, Pyromancy, Space, Alteration, Mana, Electromancy
         
        Runes: 15/15
        Active Mana: 10/10
        Scroll Mana: 40/40
        Enchantments: 0/1
         
        Runes:
         
        COMBAT
         
         
        UTILITY
         
         
      • SocialDarwinist
        By SocialDarwinist
        Username: SocialDarwinist
        Character’s Name: Salazar Ziebog
        Advancement: Adept
        Known Elements: 
        Terramancy Aeromancy Sound Space Alteration Pyromancy  
        Traps:
         
        Name: ᚲᚹᚷ | Bait and Switch
        Mana: 2
        Disciplines: Pyromancy / Alteration / Sound
        Activation: Passive
        Activation time: 2 Turns
        Duration: Until dispelled
        Range: 3x3x3
        Effects: When this rune is carved alongside an image of what the runesmith wishes to show, it will create a convincing illusion of said object. It can also create sound, but will be dispelled if touched, and can’t move from where the rune is carved.
         
         
        Name: ᛉᚲᛃᛚ | Trap | Tarred and Feathered
        Mana: 3
        Disciplines: Terramancy / Pyromancy
        Activation: Spell (Activator rune)
        Activation time: Instant
        Duration: 3 turns
        Range: 3x3x3m
        Effects: Once activated, the trap will blast anyone in a 3x3x3 area adjacent to it with hot, sticky tar, drastically slowing their movements and reducing their speed to 1m for 3 turns. Does nothing on its own, and requires an activator rune to work. 
         
         
        Name: ᛉᛃᛇ | Trap | Punji Sticks
        Mana: 4
        Disciplines: Terramancy / Alteration
        Activation: Spell (Activator rune)
        Activation time: Instant
        Duration: Instant
        Range: 3x3x3m
        Effects: Once activated, twisted metal spikes will shoot out of the surface it is engraved on, covering a 3x3 square, to skewer those foolish enough to trigger it. Armor, depending on the places, will prevent wounds. Does nothing on its own, and requires an activator rune to work.
         
         
        Name: ᛉᚲᛗ | Trap | Spitroast
        Mana: 3
        Disciplines: Terramancy / Alteration / Pyromancy
        Activation: Spell (Activator rune)
        Activation time: Instant
        Duration: 3 turns
        Range: 3x3x3
        Effects: Once activated, the surface the rune is inscribed on will open with several vents, spewing out flammable gas. They quickly erupt into deadly jets of flame covering the entire area, igniting any flammable materials and causing one tier higher burns per turn. Does nothing on its own, and requires an activator rune to work. 
         
        Name: ᛉᛃᛗ | Trap | The Nutcracker
        Mana: 3
        Disciplines: Terramancy / Alteration / Space
        Activation: Spell (Activator rune)
        Activation time: 1 Turn
        Duration: Instant
        Range: Touch
        Effects: When triggered, this trap will produce a metal boot on a swivel, which shoots out of the surface it is carved on to kick whoever activated it between the legs with incredible power, stunning them for 1 turn. Does nothing on its own, and requires an activator rune to work. 
         
        Name: ᛉᛃᛒ | Trap | Suckerpunch
        Mana: 3
        Disciplines: Terramancy / Alteration
        Activation: Spell (Activator rune)
        Activation time: Instant
        Duration: Instant
        Range: 10 m
        Effects: Once activated, a giant, spring loaded stone fist padded with a boxing glove of earth and moss will shoot out of the surface it is engraved upon, to punch anyone caught in the area, launching them 10m in whatever direction the rune is facing. If instead carved into a door frame, the fist will swing around to punch whoever passes through it. Does nothing on its own, and requires an activator rune to work. Does no significant damage
         
        Name: ᚢᚺᛃ | Activator | Proximity
        Mana: 1
        Disciplines: Aeromancy / Terramancy
        Activation: Passive
        Activation time: 1 Turn
        Duration: Instant
        Range: Up to 3x3x3
        Effects: Carved in conjunction with a trap rune to arm it. It reads ground tremors and airflow around it to detect a creature entering the area, and will then activate whatever trap runes it is written onto. The area can range from the immediate vicinity of the rune, to a 3x3 area around it. The creator of the rune can choose to be ignored.
         
        Name: ᛉᛃᛗ | Trap | Flip the Bird
        Mana: 1
        Disciplines: Terramancy / Alteration
        Activation: Passive / Spell (Activator rune)
        Activation time: Instant
        Duration: Until dispelled
        Effects: When the rune is carved, it creates a human sized metal hand, rooted to the surface it was created on. The runesmith designates a primary and secondary position/motion for the hand. It will passively remain in its primary position, and then shift to its secondary position when activated by an activator rune. If no gestures are designated, it will passively wave at people until activated, then flip them the bird.
         
         
        Name: ᛉᛃᛖ | Trap | Bear Trap
        Mana: 3
        Disciplines: Terramancy / Alteration
        Activation: Spell (Activator rune)
        Activation time: Instant
        Duration: 2 turns
        Range: 3x3m
        Effects: Once activated, the rune will create a large metal bear trap, which clamps firmly shut around the ankle of whoever activated it, and roots them in place for 3 turns. It keeps them firmly secured. Does nothing on its own, and requires an activator rune to work. 
         
         
        Name: ᛉᛗᛝ | Trap | Doom Siren
        Mana: 3
        Disciplines: Sound
        Activation: Spell (Activator rune)
        Activation time: 2 turns
        Duration: 3 turns
        Range: 3x3x3m
        Effects: The rune will create a mouth on the surface it is carved into. When activated, it will start screaming with incredible volume. It will break the concentration of anyone within earshot, and those caught in the 3x3 area around it will feel their eardrums burst, and be stricken with an incredible, overpowering headache, if they remain in the area for the full 3 turns. Does nothing on its own, and requires an activator rune to work. 
         
         
        Utility:
         
        Name: ᚺᛈᛗ | Heated Retreat
        Mana: 4
        Disciplines: Space / Aeromancy
        Activation: Break 
        Cast Time: 3 turns
        Duration: Instant
        Range: 5 meters
        Effects: When active, the rune will create a portal which forcefully sucks in the person who activated it. Meant to be used as an escape from sticky situations, it only allows one way travel, to a location the user is familiar with on the same continent, and only allows one person to pass before closing.
         
         
        Name: ᚺᛖᛟ | Up and Away
        Mana: 4
        Disciplines: Aeromancy / Space / Alteration
        Activation: Break
        Activation time: 3 Turns
        Duration: Until dispelled
        Effects: The runesmith carves this rune into an object no bigger than 25 pounds [roughly 11kg] and allows it to lift and move 3 meters per turn in the air in any way they want.
         
        Spell Name: ᛟᚺᚷ | Transmutation
        Mana: 5
        Disciplines: Alteration
        Activation: Touch
        Activation Time: 3 Turns
        Spell Duration: Instantaneous
        Range: Touch; One Material
        Spell Effect: The Rune is able to turn one material into another material of the same rarity. Material cannot be converted into something dissimilar from its base i.e. stone cannot be turned to wood, hide cannot be turned to metal, wood cannot be turned into hide, etc. Additionally, this spell has no effect on Legendary materials of any kind, cannot transmute non-event creature parts into event creature parts, nor can it transmute anything into Arcamite. This spell can only be cast three times a month.
         
         
        Name: ᛚᚹᚷᚺ | Touch of the Messiah
        Mana: 4
        Disciplines: Alteration
        Activation: Touch
        Activation time: 2 turns
        Duration: Until dispelled
        Range: 3x3x3
        Effects: When activated, the rune creates a 3x3x3 area in which all liquids are transmuted into fine red wine at the speed of 5 gallons per turn. It doesn't affect Biological liquids inside a living being nor Lava or Magma.
         
         
        Spell Name: ᛟᛃᚹ | Open Sesame
        Mana: 3
        Disciplines: Alteration / Terramancy
        Activation: Break
        Activation Time: 2 Turns
        Spell Duration: Instantaneous
        Range: Touch
        Effects: Applied to something that opens and closes, such as doors, chests, etc. When the rune is broken, it will swing wide open.
         
         
        Base Runes:
         
         
         
         
      • The Moontani
        By The Moontani
        Username: TheMoontani
        Character Name: Roza Ivanov
        Advancement: Adept
        Known Elements: Alteration, Space, Mana, Pyromancy, Hydromancy
         
        Runes: 13/20
        Active Mana: 15/15
        Scroll Mana: 50/50
        Enchantments: 2/2
         
        Space
         
        Name: 🝥🜟🝮 - Evoke Weapon 
        Mana: 2
        Disciplines: Space
        Activation: Break 
        Activation Time: 2
        Duration: Instant
        Range: Up to 15 meters
        Effect: This rune requires a scroll to work, and cannot be casted through active writing. The user, in creating a scroll, binds an armament to said scroll weighing below 8 kilograms, effectively prohibiting use of the weapon as it's bound to a pocket dimension within the scroll. Once the rune is activated, it launches the weapon from it's bound pocket dimension where the rune was broken at, towards a chosen target within 15 meters at the speed of an arrow/crossbow bolt.
         Weapons follow standard projectile rules.
         
        Name: 🝢🝮🜐 - Runic Blink
        Mana: 2
        Disciplines: Space
        Activation: Break
        Activation Time: 2 turns
        Duration: Instant
        Range: Up to 15 meters
        Effect: Upon activation, the rune simply teleports the person standing on or holding it in the direction indicated at the time of writing. Only one person/creature may be teleported with this rune.
        No momentum is conserved; the user arrives at a standstill up to 15 meters in any given direction.
         
        Name: 🝋🝞🝔 - Mark
        Mana: 4
        Disciplines: Space
        Activation: Break
        Activation Time: 3 Turns
        Duration: Until [Recall] or [Mark] is activated
        Range: Touch
        Effect: Places a marker at the Rune's current location to be used with the [Recall] Rune, which will transport the caster back to that marker from any distance. Only one [Mark] may be placed at a time. Activating the rune again will override the previous Mark location.
         
        Name: 🜞🝞🝔 - Recall
        Mana: 4
        Disciplines: Space
        Activation: Break
        Activation Time: 3 Turns
        Duration: Instant
        Range: Self
        Effect: Transports the Activator to the location placed by the [Mark] Rune, from any distance. This may function across dimensions. 
         
        Name: 🜢🝞🝔 - Intervention
        Mana: 4
        Disciplines: Space
        Activation: Break
        Activation Time: 3 Turns
        Duration: Instant
        Range: Self
        Effect: This Rune transports whatever living being is in contact upon it's breakage to the Village or City that is spoken into the Rune prior to breakage. This is only applicable to Village or City in the same plane of existence as the Rune.
         
        Rune Name: Portal
        Mana: 4
        Disciplines: Space
        Activation: Break
        Activation Time: 2 Turns
        Duration: 3 Turns
        Range: Line of Sight, 3x3 Meters
        Spell Effect: The rune opens a 3x3 meter portal to any place the runesmith is familiar with. The portal opens on top of the rune and may exit anywhere within the continent. This portal is only able to be sustained for three turns. People cannot be portaled into direct danger, such as over spikes, lava, etc. nor can people be portaled into smaller spaces such as a cell, carriage, etc.
         
        Rune Name: Trailing Portal
        Mana: 5
        Disciplines: Space
        Activation: Break
        Activation Time: 3 Turns
        Duration: 3 Turns
        Range: 5 Meters
        Effect: If a portal has been opened within the last [24 OOC hours] within range, the rune will be able to open it again. This portal will lead to the same location as it led before.
         
        Rune Name: Summon Heroic spirit
        Mana: 5
        Disciplines: Space
        Activation: Word
        Activation Time: 5 Turns
        Duration: 2 OOC Months/ Until Objective is completed
        Range: Rune/10 meters or 20 Meters
        Spell Effect: This rune requires an Object of significance to the Heroic Spirit attempting to be summoned and an objective/goal to be Achieved with the help of the Heroic Spirit. Upon the casting of this spell, a 1d2 should be rolled for Heroic Spirits that have more than one variant in order to determine which variant the Spirit will be summoned as. The Heroic Spirit that is summoned may be roleplayed by the initial character’s RPer or by an event team DM. The Heroic Spirit will only remain in the realm for a maximum of 2 OOC months or until the objective/goal is complete. The Heroic Spirit must follow all rules as specified on the Heroic Spirit Roster & Rules. 
         
        This rune cannot be made into a scroll
         
         
        Alteration
         
        Name: 🜚🝠🝱 - Transmutation
        Mana: 5
        Disciplines: Alteration
        Activation: Word
        Activation Time: 10 turns
        Duration: Permanent
        Range: Touch
        Effect: As per the mage spell.
        The runesmith is able to turn one material into another material of the same rarity/danger tier. Materials can only be converted when raw, and cannot be transmuted once they have already been made into a craft. Materials cannot be converted into something dissimilar from their base i.e. stone cannot be turned to wood, hide cannot be turned to metal, wood cannot be turned into hide, etc. Additionally, this rune has no effect on Legendary materials of any kind, cannot transmute anything into Arcamite, and does not work on animal parts from creatures who are danger tiers monstrous or mythic. This rune can only be cast three times a month.
         
        Name: 🝀🝲🝢 - Velocity Field
        Mana: 3
        Disciplines: Alteration
        Activation: Break
        Activation Time: Instant
        Duration: 3 charges
        Range: 3x3 wall
        Effect: Upon activation, a static glimmering sheet forms above the rune, 3m x 3m in dimensions. Objects moving through the barrier have their velocity reset to zero relative to the rune’s location. After they are reset, they move normally, unless they leave and re-enter the barrier.
        For example, an arrow shot into the barrier will suddenly stop in the air and fall to the floor, or a horse will be running, stop in place, then need to regain their running momentum from a standstill again. Another example would be someone swinging a weapon into it, then stopping in place, then needing to either continue without enough momentum to do anything or wind up to try and swing again now that they’re through the barrier.
        Does not affect other spells.
         
        Name: Alter Metal
        Mana: 2
        Disciplines: Alteration
        Activation: Word - "Alter" in Lahn
        Activation Time: 3 turns
        Duration: Permanent
        Range: Touch
        Effect: Used to manually effect the appearance of metal construct (such as a Golem, weapon, or armor) without directly changing the properties of the metal it is made of. The alteration can be as simple as changing it's color, to as complex as emulating the flesh (Not giving it the properties of, only the appearance).
         
        Pyromancy
         
        Rune Name: Explosion
        Mana: 4
        Discipline: Pyromancy
        Activation: -----
        Activation Time: 1 Turns
        Duration: Instant
        Range: 3 Meters, 2 Meters Outside Blast
        Spell Effect: This rune creates a 3 meter radius explosion around the rune. This explosion knocks back any within range by 2 meters, causing second degree burns to those wearing armor with Average or High conductivity and 1st degree burns on unarmored individuals. Those wearing cloth armors will find their armor set alight but will otherwise be fine if they put the fire out. Any other forms of armor are left unburnt and only suffer fall damage from the knockback. This blast can also cause damage to surrounding material such as stone, wood, etc. and sends shrapnel outwards from the origin of the blast, causing some injury to others nearby (within 2 meters outside the blast range).
         
        Varied
         
        Name: Golemize
        Mana: 5
        Disciplines: Varies
        Activation: Passive
        Activation Time: 3 turns
        Duration: Permanent
        Range: Touch
        Effect: As per the mage spell.
        ____
        After creating a core with Arcamite, the runecrafter can enscribe the proper runes to activate it. Golems can be programmed to follow simple commands such as “run,” “fetch,” and “attack”, however, lack the intelligence or sentience to follow anything more complex as per Golemancy Rules. This ability may also be used to attach a prosthetic golem limb to a living person without the need of a core, in such cases, the runecrafter will need consent from the target they’re attaching a limb to. Use of this rune counts as enchanting an item.
        ____
         
      • KrrispyKreme
        By KrrispyKreme
        \\ OOC Information //
        Username: KremePufff
        Character Name: Misty Mizuko
        Spirit: Zeffir - Storms, Wind, Water
        Bond Type: The Bond - 10 Shakti, 10 Spells
        Merge:
        Bond: The shaman is capable of increasing their speed immensely. They passively will move an extra two meters per turn from their base speed, however can activate an ability in order to dash forwards in a singular direction. They can move fifteen meters forward in a singular turn with this dash, however can still be hurt by running into something. The activated ability may only be used once per merge. Harmony: [Locked] Enlightenment: [Locked]  
        Bond Site: A mountaintop just south of the volcanic marshlands, southeast from Saerwald.
         
         
        Idols:
        Body Tattoos  

         
        \\ Spells [10 | 10] //
        -=- Water -=-
         
         
        Spell Name: Water Blast
        Shakti: Two
        Domain: Water Blast
        Concentration: Medium
        Cast Time: Two Turns
        Duration: Instantaneous
        Range: Fifteen Meters
        Effect: The shaman sends out a blast of water towards a target that deals moderate blunt damage to a target and causes them to be sent backwards by five meters. This will also soak the target in water which physically clings to the target’s body, slowing their movement speed by one tier for the next two turns, stacking up to two tiers of lost speed if they get hit with another blast. At bond the shaman will have one blast, harmony two, and enlightenment three. These blasts follow projectile rules.
         
         
        Spell Name: Tsunami
        Shakti: Three
        Domain: Water
        Concentration: Medium
        Cast Time: Two Turns
        Duration:  One Turn
        Range:  Eight Meters
        Effect: The Shaman creates one meter thick, two meter long walls of water on either sides of a target. These waves move in to smash the target harshly, and they must roll against a DC of 14 or they receive moderate blunt damage on their body. Wearing metal armor reduces this damage to mild blunt damage. In unison with the damage, the target is knocked backwards 5 meters in a direction of the Shaman's choosing. If other creatures are within the waves, the receive mild blunt damage and are knocked away from the target by 3 meters. If the target beats the DC, they only receive mild blunt damage and none if in metal armor.
         
         
         
        -=- Wind -=-
         
         
        Spell Name: Airball
        Shakti: Two
        Domain: Wind
        Concentration: Low
        Cast Time: Two Turns.
        Duration: Eight Turns.
        Range: Self.
        Effect: The shaman creates a sphere of air underneath them that they sit upon, allowing them to travel at six meters per turn normally and still complete actions such as swinging a weapon, or dash at nine meters however disallowing them to take any other action. This airball makes them the same height they are standing up even though they’re sitting atop a ball of swirling wind.
         
         
        Spell Name: Swirling Shield
        Shakti: Two
        Domain: Wind
        Concentration: Low
        Cast Time: One Turn
        Duration: Four Turns
        Range: Self
        Effect: The shaman creates a moving ball of wind around themselves that resists incoming projectiles. The projectiles are all deflected back in the way they were thrown from for the duration. The projectiles that are deflected remain their original projectile roll. This ball of air will dampen physical strikes against the shaman for two strikes by one strength tier, however upon a third strike the wall will dissipate whereas it may take any number of projectiles without dissipating. 
         
         
        Spell Name: Compression
        Shakti: Two
        Domain: Wind
        Concentration: Medium
        Cast Time: Two Turns.
        Duration: Three Turns.
        Range: Ten Meters.
        Effect: The shaman creates heavy compressed winds around the legs of a target, rooting them to the ground as the winds press so heavily down on their feet it prevents them from moving.
         
         
         
        -=- Storms -=-
         
         
        Spell Name: Lightning Blast
        Shakti: Three
        Domain: Storms
        Concentration: Medium
        Cast Time: Two Turns
        Duration: Instant
        Range: Ten Meters
        Effect: The shaman sends a blast of lightning out from their idol or appendage. The 1 meter diameter ball of lightning is flung towards its target. The ball of lightning when connecting with its target will shock them, giving second degree burns and stunning them for a single turn. Should the target be near others within 3 meters, the lightning will chain, striking each target possible within 3 meters each, applying the same effects. The spell will not return to those it has already affected. This spell follows projectile rules to hit the first target. This cannot spell cannot stun the same person more than once per stressful scenario.
         
         
        Spell Name: I Am Worthy!
        Shakti: Two
        Domain: Storms
        Concentration: Medium
        Cast Time: Two Turns
        Duration: Two Turns
        Range: Five Meters
        Effect: The caster imbues their idol with an electric charge, throwing it in a straight 1m line and following Projectile Rules. After being thrown the idol keeps its shape but changes completely into lightning, passing through the specified area of all targets in the line. On a hit, the charged idol deals 2nd degree electrical burns to the specified area on all targets, not dealing the standard damage of the idol's type. On the second turn, the idol returns to the caster’s hand in a straight line passing through the targets a second time and keeping the same projectile roll, not dealing damage again but instead stunning them for 1 turn. Targets may move out of the 1m line of trajectory to avoid the second hit, but the caster may move as well to keep them within the line, requiring a new projectile roll from the caster if the Targets move.
         
         
        Spell Name: Flash of Lightning
        Shakti: One
        Domain: Storms
        Concentration: Low
        Cast Time: One Turn
        Duration: Instant
        Range: Self.
        Effect: The shaman channels lightning in their form and dashes with it. In a blink, they appear elsewhere within a range determined by shaman level. At bond they can dash three meters, harmony five, enlightenment eight. Passing through people will stun them for a turn, however the shaman cannot attack or make another action in the same turn they cast this spell. The shaman cannot pass through terrain. Once a target is stunned by this spell they cannot be stunned again by it for the rest of the stressful scenario.
         
         
        Spell Name: Electrical Storm
        Shakti: Three
        Domain: Storms
        Concentration: Medium
        Cast Time: Three Turns
        Duration: Six Turns
        Range: Eight Meters [3x3x3 Meter AoE]
        Effect: The Shaman creates a cloud above the battlefield, that hovers over a select area. Targets under the field must roll against a DC of 12 to avoid being struck by lightning (DC 14 in metal armor), and upon failure they receive 2nd degree burns (metal armored targets are also stunned for one turn). If a target is hit once, the DC lowers to 11 (DC 13 in metal armor) and they cannot be stunned a second time, but their electrical burns increase by 1 tier (ex. 2nd degree to 3rd degree). The DC must be made every 2 turns to determine if a target is struck by lightning or not.
         
         
         
        Spell Name: Discharge
        Shakti: Two
        Domain: Storms
        Concentration: Low
        Cast Time: One Turn
        Duration: Instant
        Range: Self
        Effect: Should a storms or otherwise lightning based attack be made at the shaman, they may choose to be unaffected by it by discharging it into the ground.
      • celticwitch
        By celticwitch
        - OOC Information -
        Username: celticwitch
        Alts: none
        Character’s Name: Abyssian Arashi
        Teacher [if applicable]: Self / Books 
         
        - Aurum Information -
        Aurum Type: Mana
        Tier: Novice
        Stance: Specialist
        Mana: 20 mana + 15 spells
        Known Disciplines: Healing
         
        - Catalysts -
        Active Catalysts:
        Wand of Life 
         
        - Spells 7/15 -
         
        Spell Name: Anti-Heal [Profane]
        Mana: 3
        Discipline: Healing
        Concentration: Medium
        Cast Time: 2 Turns
        Spell Duration: Instant
        Range: Touch
        Spell Effect: The caster reverses the natural healing processes of the body, causing an existing wound to worsen by one severity tier. This spell only works on existing injuries.
        [This spell is profane.]
         
        Spell Name: Inflict Pain
        Mana: 3+1 per turn
        Discipline: Healing
        Concentration: Medium
        Cast Time: 2 Turns
        Spell Duration: Channeled
        Range: 15 Meters
        Spell Effect: The caster can inflict crippling, overwhelming pain upon a target that is within range. The target is stunned by the pain on the first turn but lingering fuzziness and ache of muscles pain will remains long as the caster can maintain concentration.
         
         
        Spell Name: Diseased Touch
        Mana: 4
        Discipline: Healing
        Concentration: Medium
        Cast Time: 3 Turns
        Spell Duration: As per disease
        Range: Touch
        Spell Effect: The caster can cause the Whitebone virus to occur within the touched target. https://www.aethier.co.uk/IPS/index.php?/forums/topic/50902-whitebone-virus/
         
         
        Spell Name: Lay on Hands
        Mana: 5
        Discipline: Healing
        Concentration: High
        Cast Time: 4 Turns
        Spell Duration: Instant
        Range: Touch
        Spell Effect: This spell can heal one injury of any tier at a time.
         
         
        Spell Name: Cure Toxin
        Mana: 4
        Discipline: Healing 
        Concentration: Medium
        Cast Time: 3 Turns
        Spell Duration: Instant
        Range: Touch
        Spell Effect: The caster cures a poison or venom from the body of their target. Very strong or potent poisons/venoms may require a second cast in order to fully eliminate the toxin from the body. When curing a person of poison/venoms, the toxin may optionally be extracted in the form of a solid or a liquid. This provides 1 single sample per person healed.
         
         
        Spell Name: Doctor’s Sight
        Mana: 1
        Discipline: Healing
        Concentration: Low
        Cast Time: 1 Turn
        Spell Duration: Instant
        Range: Self, Touch
        Spell Effect: This spell acts as “x-ray” vision, allowing a first target (or self) to analyze the biological functions of a second target (or self). The first target may see any injury, broken or dislocated bone (along with their location), and identify present diseases in the second target.
         
         
        Spell Name: Redemption 
        Mana: 3 + 3 per Tier
        Discipline: Healing
        Concentration: Medium
        Cast Time: 2 Turns
        Spell Duration: Instant
        Range: Touch
        Spell Effect: This spell can heal damaged internals (such as organs, muscle, tendons, etc), severed arteries, reconstruct bone, recreate a lost limb, replenish lost blood, heal burns, treat frostbite, remove scars, etc. This spell cannot be used to cure diseases, toxins, plagues, poisons, curses etc.
        2 Post Cast Time, 3 Mana: Minor - Minor cuts, scrapes, bruises, abrasions, and rashes 3 Post Cast Time, 6 Mana: Mild - Small lacerations, minor fractures, small punctures, small gashes requiring stitches, 1st degree burns, 1st degree frostbite 4 Post Cast Time, 9 Mana: Moderate - Broken bones, minor blood loss, 2nd degree burns, 2nd degree frostbite, deep lacerations, deep puncture wounds, deep gashes requiring stitches, minor missing appendages (fingers, toes, etc.) 5 Post Cast Time, 12 Mana: Severe - 3rd degree burns, 3rd degree frostbite, major blood loss, major lacerations, gashes, puncture wounds, etc. requiring extensive stitching 6 Post Cast Time, 15 Mana: Lethal - Fatal wounds, organ damage, missing limbs, 4th degree burns, 4th degree frostbite, etc.  
         
         
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