Spell Book Three-Healing and Buffing

Welcome to Book Three in my new spell book series. These spell books are examples of those a player can choose when making a new character. Choosing one of these spell books during character creation automatically assigns recommended magic components that the character has available. Spells using these components appear in the character’s spell book.

New spell casting characters made by new players will generally come in two types: clerics with 4 components of each sort and default magic-users with 6 components of each sort. I will divide spell book spells into two groups: those usable by both types of casters and those usable by magic-users only. These limitations are first level limits and either class will learn more components and be able to use more spells with more levels.

First Four Component Spells

Arms: Neta, Des (Advanced), Ku

Fingers: Life (Full), Water (Full), Life (Half), Order (Full)

Words: grai (animal), de (healing), ru (augment), ba (empower other)

Swift Heal-Heals 2d6 damage. Casting time is 1 second and casting cost is 24 SP. It is useful for healing in the midst of battle, but only heals serious wounds like broken or severed limbs at 50% efficiency. If no serious wounds exist, a single syllable could be used to reduce cost and casting time.

Heal Serious Wounds-A long healing spell that gets the Pure Magic DoP bonus. Using Des Arcs, the healing words, and the Ra Radius twice, this can heal any kind of wound at 100% efficiency. It heals 18d6+10d3+5 damage, or 88 on average. This is overkill for healing low level characters, but useful for healing the sorts of characters who survive losing an arm. It cost 116 SP and takes 12-16 seconds to cast.

Heal Wounds-A spell for healing detrimental wounds, but with less power, perhaps for low level characters with broken limbs, or just healing regular damage. It heals 6d6+4d3+2 damage (31 average). It costs 48 SP and takes about 5 seconds to cast.

Stealth Heal-Heals 2d6 damage silently. Casting time is over 2 second and casting cost is 24 SP. It cannot heal broken or severed limbs, but can be used in stealthy situations. The addition of Des arcs can increase the healing.

Refresh-Reduces the target’s fatigue by 9d6+4d3+2% (41.5% average). Much more power than this is likely to meet with the lower bound set by tiredness and have no extra effect. The spell takes about 8 seconds to cast and costs 64 SP.

Neutralize Poison-Cleanses 4d6 poison at a cost of 40 SP and takes under 3 seconds to cast.  This is enough to purify most poisons, but more power can easily be added for more potent poisons.

Burst of Strength (Other)-Grants a short termed boost to Strength of 7 on average, declining gradually over a short period of time. It costs 60 SP and takes 10 seconds to cast.

Surge of Resilience (Other)-Grants a short termed boost to Constitution of 7 on average, declining gradually over a short period of time. It costs 60 SP and takes 10 seconds to cast.

Stroke of Genius (Other)-Grants a short termed boost to Wisdom or Intelliegence of 7 on average, declining gradually over a short period of time. It costs 60 SP and takes 10 seconds to cast.

Sustained Strength/Constitution (Other)-With 4 charges of +6 Strength/Constitution each, this gain lasts 4 times as long as without charges. This spell costs 92 SP and takes over 16 seconds to cast.

Stealth Flash of Light-Using the Des Arc for light, this spell creates harmless light lasting 2 seconds. The light is 1d6*200 lumens per second of casting in addition to a base 2 seconds. It costs 4 SP per 1d6*200 lumens with a base cost of 16 SP.

Glowing Being (other)-Using the Des Arc for light and the ‘ba’ syllable, this spell makes a person glow for 12 seconds with 1200 lumens (a little less than a light bulb). It costs 80 SP to cast and takes about 15 seconds.

Spells Possible with Two Additional Components

Arms: Ra (Advanced), Neta

Fingers: Wind (Indirect), Chaos (Indirect)

Words: wu (empower self), re (create)

Resurrect-Essentially the same spell as Heal Serious Wounds, but with the advanced Ra radius it can bring people from the dead with enough power. This spell has enough power to resurrect most characters up to level 7 with an average roll (88). It is plenty to resurrect low level characters.

Cure Disease-A low power spell for curing mild diseases. It costs 32 SP and takes under 3 seconds to cast. More power can be added for more serious diseases.

Swift Ranged Heal-Heals 2d6 damage in maybe just over a second, but still within a turn, but at a range of 8 feet. It costs 30 SP, just 6 more than Swift Heal.

Fleeting Light-Using the Des Arc for light and the ‘re’ syllable to last longer, this spell creates harmless light lasting 1 minute. The light is 1d6*200 lumens per second of casting in addition to a base 2 seconds. It costs 4 SP per 1d6*200 lumens with a base cost of 16 SP.

Persistent Glowing Being-Using the Des Arc for light and the ‘ba’ or ‘wu’ syllable with the ‘re’ syllable, this spell makes a person glow for 6 minutes with 1200 lumens (a little less than a light bulb). It costs 84 SP to cast and takes about 15 seconds.

Energy Burst-Spell energizes the target with a temporary boost to morale. This makes them more likely to resist resignation due to fatigue or tiring and be able to continue walking or fighting. This does not prevent damage from over fatigue. It makes use of basic Des arcs and the empower and animal syllables.

Burst of Strength (Self)-Grants a short termed boost to Strength of 7 on average, declining gradually over a short period of time. It costs 60 SP and takes 10 seconds to cast.

Surge of Resilience (Self)-Grants a short termed boost to Constitution of 7 on average, declining gradually over a short period of time. It costs 60 SP and takes 10 seconds to cast.

Stroke of Genius (Self)-Grants a short termed boost to Wisdom or Intelliegence of 7 on average, declining gradually over a short period of time. It costs 60 SP and takes 10 seconds to cast.

Sustained Strength/Constitution (Self)-With 4 charges of +6 Strength/Constitution each, this gain lasts 4 times as long as without charges. This spell costs 92 SP and takes over 16 seconds to cast.

Healing Burst-Heals 6d6 (21 average) at the center with a range of 8 feet and with area of effect for 50% 3 feet from the center and 25% 6 feet from the center. The healing power is fully efficient and can heal serious wounds like broken bones and severed limbs.  Can also resurrect low level dead at the center of the burst.

Did you like seeing a spell book? Does it make you feel like you could play a mage without knowing the details of the magic system? Did it help you understand the details? Would you use this spell book? Let us know below.

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One Response to Spell Book Three-Healing and Buffing

  1. Pingback: Character Thursday-Mik Puyroo (Ospryte Magic-user PC) | Mind Weave Role-Playing Platform

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