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]].}}
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{{ infobox
 
{{ infobox
 
| abovestyle  = background:#7d4733; color:white
 
| abovestyle  = background:#7d4733; color:white
 
| bodystyle  = width:350px
 
| bodystyle  = width:350px
| above      = Healing Water
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| above      = Legacy Healing Water
| label1      = Path(s)
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| label1      = Domain
 
| data1      = Water
 
| data1      = Water
| label2      = A/P?
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| label2      = Encumbrance
| data2      = P
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| data2      = 6
| label3      = Resist?
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| label3      = Cooldown
| data3      = N
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| data3      = 6 hours
 
| label4      = Casting Time
 
| label4      = Casting Time
 
| data4      = 2 rounds
 
| data4      = 2 rounds
| label5      = DR
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| label5      = Active/Passive
| data5      = 11
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| data5      = Active
| label6      = Duration
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| label6      = Restrictions
| data6      = 3 rounds
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| data6      = None
| label7      = Range
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| label7      = DR
| data7      = 5 m
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| data7      = 11
| label8      = Weight
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| label8      = Cost
| data8      = N/A
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| data8      = 3 Mental Fortitude
| label9      = Area of Effect
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| label9      = Distance
| data9      = 1 liter*
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| data9      = 17m
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| label10    = Duration
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| data10      = 3 rounds
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| label11    = Area of Effect
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| data11      = 1 liter*
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| label12    = Effects
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| data12      = See below
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| label13    = Receiving
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| data13      = Water Attunement 3
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| label14    = Giving
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| 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.  
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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.
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== Casting ==
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To cast Legacy Healing Water:
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* '''Roll''': O6 + SPIRIT + Attunement + Water vs DR 11
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* '''Cost''': 3 Mental Fortitude
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* '''Time''': 2 rounds
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* '''Cooldown''': 6 hours
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== Transfer Requirements ==
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* '''Receiving''': Requires Water Attunement 3 or higher
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* '''Giving''': 2 weeks ritual to transfer spell ownership
  
 
Back: [[Magick]]
 
Back: [[Magick]]

Latest revision as of 13:34, 1 October 2025

Template:Note

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