Legacy Healing Water

From Amar RPG

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