Difference between revisions of "Legacy Healing Water"
From Amar RPG
(Preserved legacy spell version) |
(Converted to new spell system) |
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+ | {{Note|For the legacy spell version, see [[Legacy_Legacy_Healing_Water]].}} | ||
+ | |||
{{ infobox | {{ infobox | ||
| abovestyle = background:#7d4733; color:white | | abovestyle = background:#7d4733; color:white | ||
| bodystyle = width:350px | | bodystyle = width:350px | ||
− | | above = Healing Water | + | | above = Legacy Healing Water |
− | | label1 = | + | | label1 = Domain |
| data1 = Water | | data1 = Water | ||
− | | label2 = | + | | label2 = Encumbrance |
− | | data2 = | + | | data2 = 6 |
− | | label3 = | + | | label3 = Cooldown |
− | | data3 = | + | | data3 = 6 hours |
| label4 = Casting Time | | label4 = Casting Time | ||
| data4 = 2 rounds | | data4 = 2 rounds | ||
− | | label5 = | + | | label5 = Active/Passive |
− | | data5 = | + | | data5 = Active |
− | | label6 = | + | | label6 = Restrictions |
− | | data6 = | + | | data6 = None |
− | | label7 = | + | | label7 = DR |
− | | data7 = | + | | data7 = 11 |
− | | label8 = | + | | label8 = Cost |
− | | data8 = | + | | data8 = 3 Mental Fortitude |
− | | label9 = Area of Effect | + | | label9 = Distance |
− | | | + | | data9 = 17m |
+ | | label10 = Duration | ||
+ | | data10 = 3 rounds | ||
+ | | label11 = Area of Effect | ||
+ | | data11 = 1 liter* | ||
+ | | label12 = Effects | ||
+ | | data12 = See below | ||
+ | | label13 = Receiving | ||
+ | | data13 = Water Attunement 3 | ||
+ | | label14 = Giving | ||
+ | | data14 = 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. | + | 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 Legacy 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]] | Back: [[Magick]] |
Latest revision as of 13:34, 1 October 2025
Legacy Healing Water | |
---|---|
Domain | Water |
Encumbrance | 6 |
Cooldown | 6 hours |
Casting Time | 2 rounds |
Active/Passive | Active |
Restrictions | None |
DR | 11 |
Cost | 3 Mental Fortitude |
Distance | 17m |
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 Legacy 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