Let’s see, this week we had Swim, Hold Breath, a coastal town, and a pirate. I’m noticing a water theme this week, so I’m going to go ahead and present a spell that could easily be the most important in a maritime mage’s arsenal: the ability to repair wood. Richard pioneered this spell in the wake of their flying ship almost being burned out of the sky.
Neta (Natural Radius): Life(Full)
Ya (Earth Arc): Life(Full)
Ya (Earth Arc): Life(Full)
Ya (Earth Arc): Life(Full)
Ku (Physical Arc): Life(Full)
saying “de gruo”
This spell, requiring advanced Ya and Ku radii, repairs 5d6*1724/hardness durability of damaged wood. This is 17.5*1724/hardness durability on average. For a typical ship building wood, this amounts to over 10,000 durability, which sounds like a lot. However, this is only enough to replace 17.5/(hardness*durability) cubic feet of wood, which for the same wood is only about 3 cubic feet. This means that this spell can repair an awful lot of light damage, but any damage that actually removes pieces of wood would make its repair less significant.
Would you make a maritime mage? Would you want this spell? Any other spells you want to see? Suggest them below and we might get to them on a later Saturday.
Pingback: Character Thursday-Tavis Malta (Human Magic-user) | Mind Weave Role-Playing Platform