The School Of Restoration

From FFa2
Jump to: navigation, search

The School of Restoration governs the body, and includes healing and harming the physical form. Healing is more in line with what the School is meant for, and is easier than using the School to inflict injury, but both are possible within this School. This School gives a character extensive control over the body and is usually welcome in most regions which would not normally accept magic.

Restoration

The character restores the target’s Health or Essence, as a form of healing. The subject will recover an amount of either Health, or Essence, equal to the successes of the spell, up to the spell’s Potency. Restoration spells are considered to be touch range automatically. If the caster wishes to make the spell line of sight, the spell gains Essence +1 and Difficulty +1 above normal. Essence and Health can not be increased beyond their maximum with this magic. If the target is unwilling, the Difficulty becomes the target’s Defence.

SpellCostDifficulty
Essence24 or Defence
Health12 or Defence

Defilement

The character weakens the target’s Health or Essence, crippling the target of the spell. The subject loses an amount of either Health, or Essence, equal to the successes of the spell, up to the spell’s Potency. This form of magic is considered to be touch range automatically. If the caster wishes the spell to be line of sight, the spell gains Essence +1 and a Difficulty +1. If the target is unwilling, the Difficulty becomes the target’s Defence.

SpellCostDifficulty
Essence34 or Defence
Health22 or Defence

Cure

The character removes a disease or poison from the target. The Potency of the affliction is reduced by half the caster’s Growth, plus one for every two successes of the spell. If this reduces the affliction to a Potency of zero, the affliction ends. This form of magic is considered to be touch range automatically. If the caster wishes the spell to be line of sight, the spell gains Essence +1 and a difficulty +1. If the target is unwilling, the Difficulty becomes the target’s Defence.

SpellCostDifficulty
Poison22 or Defence
Disease22 or Defence

Affliction

The character strikes the target with an Affliction, harming the target of the spell. The subject gains a poison or disease with a Potency equal to half the caster’s Growth, plus one for every two successes of the spell. This form of magic is considered to be touch range automatically. If the caster wishes the spell to be line of sight, the spell gains Essence +1 and a Difficulty +1. If the target is unwilling, the Difficulty becomes the target’s Defence.

SpellCostDifficulty
Poison32 or Defence
Disease42 or Defence

Poison and Disease

Poisons inflict damage equal to the Potency of the poison created. This damage is inflicted once every 60 minutes, divided by the successes of the spell. The duration of the spell determines when the poison degrades, reducing the Potency of the poison by one before the next period of damage. Poisons can be Soaked by the appropriate Attribute chosen for the Poison.

Example: A Potency 5 poison with 4 successes and a Duration of 4 Hours means that the character suffers 5 Wounds every
15 minutes. Every four hours, the Potency of the poison is reduced by one until it reaches 0, and the poison effect is  
negated.  

Diseases work much the same way, but are more dangerous. The character may choose a number of Attributes equal to half the caster’s Growth, which are all weakened by the Potency of the disease. It takes 60 minutes for the disease to take effect, divided by the successes of the spell. This is called the incubation rate. The disease starts off only inflicting a -1 when it takes hold, but each time the incubation rate passes, the penalty increases by one, until the disease is at full strength. The duration of the spell determines when the disease degrades, reducing the Potency of the disease by one. Once the Potency reaches 0, the victim is no longer diseased.

Example: A character with Growth 3, casting a Potency 6 disease with 4 successes and a Duration of 4 Days means that  
the victim has 2 Attributes afflicted. These Attributes drop by one every 15 minutes until they drop a total of -6.  
Every 4 days, the Attributes will recover by one point.  A character who has an Attribute drop to 0 must make a Death 
Save with a Difficulty equal to the Potency of the disease. If the character fails, the disease kills them, otherwise 
the character is crippled and helpless until the Attribute heals to at least 1.

Modify Attribute

This form of magic allows the caster to either increase or decrease an Attribute. The Attribute will be increased or decreased by one per two successes, with a maximum modification equal to half the caster’s Growth. Any Traits which rely on the Attributes are modified as well for the duration of the spell.

SpellCostDifficulty
Increase Attribute2Current Attribute Rank
Decrease Attribute4Current Attribute Rank

Back to Sorcery