Healing Water
From Amar RPG
| Healing Water | |
|---|---|
| Domain | Water |
| Encumbrance | 5 |
| Cooldown | 6 hours |
| Casting Time | 2 rounds |
| Active/Passive | Active |
| Restrictions | None |
| DR | 11 |
| Cost | 3 Mental Fortitude |
| Distance | 16m |
| Duration | 3 rounds |
| Area of Effect | 1 liter* |
| Effects | See below |
| Receiving | Water Attunement 3 |
| Giving | Ritual 2 weeks |
Creates a blue glowing liquid. Anybody who consumes the liquid heals 1 BP + 1 per level, per liter. If a creature drinks less than one liter, divide the bodypoints given by the amount that is drunk, in liters. Healing a broken bone requires liquid from the spell higher than level 4 to be poured over the broken bone. After three rounds, the liquid becomes normal water.
Casting
To cast Healing Water:
- Roll: O6 + SPIRIT + Attunement + Water vs DR 11
- Cost: 3 Mental Fortitude
- Time: 2 rounds
- Cooldown: 6 hours
Transfer Requirements
- Receiving: Requires Water Attunement 3 or higher
- Giving: 2 weeks ritual to transfer spell ownership
Back: Magick