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Chapter 5: Magic Spells
Healing Spells
Antidote
Healing
Cures many poisons.
Cost: 1 MP
Casting time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: 1 hour
Saving Throw: None
Casting: Hand held out and a soft incantation.
Stage 1: Adds +4 to all fortitude saves versus poison.
Stage 2: Adds +6 to all fortitude saves versus poison.
Stage 3: Adds +8 to all fortitude saves versus poison.
Stage 4: Adds +10 to all fortitude saves versus poison.
Antidote Notes: This spell may be cast before coming into contact with poison. The Heal skill can add a onetime bonus of +5 after an attack, in certain circumstances.
The Conjure Poison spell is the most common source of poison in the Spellchrome setting. Many dangerous animals are capable of innately casting Conjure Poison, affecting their own fangs or claws.
Nourish
Healing
Staves off death from starvation and dehydration.
Cost: 1 MP
Casting time: 1 standard action
Range: Touch
Target: 1 or more living creatures
Duration: 24 hours
Saving Throw: None
Casting: Hand held out and a soft incantation.
This is a useful survival spell.
Stage 1: 1 recipient is nourished enough that they do not need food or water for the next 24 hours.
Stage 2: Affects up to 2 creatures. Everyone must be present at the time of casting.
Stage 3: Affects up to 4 creatures.
Stage 4: Affects up to 6 creatures.
Nourish Notes: The spell quenches thirst, but not hunger entirely. It will keep a creature alive but not entirely satisfied. A person may mix regular food and water while affected by this spell.
Precise Healing
Healing
A lengthy spell that provides a large amount of healing.
Cost: 1 MP
Casting time: 5 minutes
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Casting: The binding of wounds.
Stage 1: Heals 1d10 points of damage. Also, the caster makes a heal skill test; if the result is 15 or higher, add 1d10 to the amount healed.
Stage 2: Heals 2d10 points of damage. Also, the caster makes a heal skill test; if the result is 15-19, add 1d10 to the amount healed. If the result is 20 or higher, add 2d10.
Stage 3: Heals 3d10 points of damage. Also, the caster makes a heal skill test; if the result is 15-19, add 1d10 to the amount healed. If the result is 20-24, add 2d10. If the result is 25 or higher, add 3d10.
Stage 4: Heals 4d10 points of damage. Also, the caster makes a heal skill test; if the result is 15-19, add 1d10 to the amount healed. If the result is 20-24, add 2d10. If the result is 25-29, add 3d10. If the skill test result is 30 or higher, add 4d10 to the amount healed.
Precise Healing Notes: This spell may be cast upon the same individual repeatedly, providing the caster has the time and MP to spend.
It is difficult to heal yourself; if attempted, there is a -10 penalty to the above heal skill test.
Restoration
Healing
Removes harmful magical effects.
Cost: 1 MP
Casting time: 1 standard action
Range: 5 feet
Target: 1 or more living creatures
Duration: Instantaneous
Saving Throw: None
Casting: Hand held out and a soft incantation.
Harmful spells include Slay Constitution, Ice Blast, Blinding Light and Mind Grip.
Stage 1: Removes 1 harmful spell effect from 1 person. The caster decides which harmful effect is removed.
Stage 2: Removes all harmful effects from 1 person.
Stage 3: Removes all harmful effects from up to 2 targets within range.
Stage 4: Removes all harmful effects from up to 3 targets within range.
Swift Healing
Healing
A quick spell that provides some healing.
Cost: 1 MP
Casting time: 1 standard action
Range: Touch
Target: 1 living creature
Duration: Instantaneous
Saving Throw: None
Casting: Hand held out and a quick incantation.
This spell is also known as combat healing, because it can be used in the middle of a battle.
Stage 1: Immediately heals 1d6 damage, plus the caster’s wisdom bonus.
Stage 2: Immediately heals 2d6 damage, plus the caster’s wisdom bonus.
Stage 3: Immediately heals 3d6 damage, plus double the caster’s wisdom bonus.
Stage 4: Immediately heals 4d6 damage, plus double the caster’s wisdom bonus.
Up Next: Ice Spells




