Restoration

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Restoration is the art of controlling the body, understanding the flow of life within a target, and learning how to restore or alter it. Most who follow the art of Restoration are healers, but this form of magic can also be used to defile and sicken the body, draining and destroying life. Restoration spells are difficult and draining, but the results usually far exceed the expectations of the caster.

Range and Duration

Restoration magic is not intended for range. Unlike most other spells, the art of Restoration requires empathy with the target, and this is provided by touch. Restoration spells of a range greater than touch are severely penalized. This table over-rules the normal table for ranged magic.

In most cases, the Duration of a Restoration Spell is instant, but lasting. Spells with a longer duration are possible, if difficult, allowing the spell to act on the recipient once per Round for the duration of the Spell. Such Spells have a lower Potency than normal, granting a weaker effect.

DurationDifficultyEssence CostPotency Modifier
ConcentrationActive Until Broken+4+4–4
Self-Sustaining(Half Might) Rounds+2+2–1
(Half Might) Minutes+4+4–3
(Half Might) Hours+6+4–5
(Half Might) Days+8+6–7
(Half Might) Weeks+10+6–9


RangeDifficultyEssence Cost
Self–2–2
Touch+0+0
Line of Sight+3+2
Awareness+5+4
Remote+7+6

Spells which restore or reduce Health are considered Lasting Effects, meaning that once the spell has been cast and the effect has taken place, nothing more need be done – the target is healed or injured. Other effects may alter the body beyond what is natural for it, and these effects use a different duration than what is normal for sorcery. This table over-rules the normal table for duration. Healing magic is any magic which has a positive (healthy) effect on the target. Harming magic is any magic which has a negative (unhealthy) effect on the target.

DurationHealHarm
DifficultyEssence CostDifficultyEssence Cost
Concentration+4+3+5+4
(Half Might + Potency) Rounds+2+2+3+3
(Half Might + Potency) Minutes+3+2+4+3
(Half Might + Potency) Hours+4+3+5+4
(Half Might + Potency) Days+5+3+6+4
(Half Might + Potency) Weeks+6+4+7+5

Life Spells

The sorcerer casts spells intended to directly affect the life force of the target. These spells either restore or weaken the target’s Traits, depending on the desires of the sorcerer. The Potency of the spell is used to determine how effective the spell was at the desired effect. If used against multiple Traits at once, the highest Difficulty is used, plus an additional +2 Difficulty per additional Trait targeted while all Essence Costs are added together. If targeting Attributes, each Attribute must be selected individually.

Restoration

The sorcerer attempts to heal damaged Traits, bringing them closer to their normal values. The Potency indicates how much of the Trait is restored. Against undead, Restoration spells inflict damage instead, reducing the Trait by the spell’s Potency.


TypeTraitEffectivenessDifficultyEssence Cost
RestorationAttributePotency4 or Resistance4
EssencePotency3 or Resistance2
HealthPotency2 or Resistance3
InitiativePotency2 or Resistance2
SoakPotency3 or Resistance3
SpeedPotency2 or Resistance2

Defilement

Defilement spells are the opposite of Restoration spells, weakening a Trait and reducing the Trait’s value. The Potency of the spell indicates how much the Trait is weakened. Defilement runs contrary to the natural properties of Restoration magic, and thus is not nearly as effective. Against undead, however, Defilement spells can restore Traits, raising them in the same manner that Restoration spells heal normal individuals.

TypeTraitEffectivenessDifficultyEssence Cost
DefilementAttributeHalf Potency5 or Resistance5
EssenceHalf Potency3 or Resistance3
HealthHalf Potency4 or Resistance4
InitiativePotency3 or Resistance3
SoakHalf Potency4 or Resistance4
SpeedPotency3 or Resistance3

Panacea Spells

The sorcerer controls Afflictions, either enhancing or weakening the target’s ability to deal with the various harms which can affect the individual. The most common use of a Panacea spell is to remove diseases and poisons from a target, though it can also be used to bolster one against environmental affects or remove the influence of Affliction Powers.

Alleviate

The sorcerer uses Alleviate spells to help weaken afflictions that have been applied to the recipient. The Potency of the affliction is reduced by the Potency of the spell, and if the affliction is reduced to 0, it is removed, the target of the spell no longer suffering from the affliction’s effects.

TypeTraitEffectivenessDifficultyEssence Cost
AlleviateDiseasePotency2 or Resistance2
EnvironmentalPotency3 or Resistance1
PoisonPotency2 or Resistance3
PowerPotency3 or Resistance4

Aggravate

The sorcerer uses Aggravate spells to increase the target’s susceptibility to an affliction. This may increase the Potency of an affliction that already exists, by half the spell’s Potency, or it may instead reduce the target’s ability to resist an affliction in the future, increasing the Difficulty of resisting the affliction by half the spell’s Potency.

TypeTraitEffectivenessDifficultyEssence Cost
AggravateDiseaseHalf Potency3 or Resistance4
EnvironmentHalf Potency2 or Resistance3
PoisonHalf Potency4 or Resistance4

Recovery Spells

Recovery spells are used to manipulate the Death Save. If used on a recipient who has succeeded on a Death Save and is dying, the sorcerer grants them an additional Death Save with a +(Potency) die bonus to the roll to extend the duration the target will live for. If the subject has failed their Death Save and is dead, they may be allowed a new Death Save. The sorcerer uses the Time table below, adjusting the Essence Cost and Difficulty of the spell by how long the person has been dead for. The longer the time the recipient is dead, the more difficult it becomes to bring them back. In either case, of the recipient succeeds in their Death Save, any Traits reduced to 0 are restored to 1. If the recipient is suffering from an ongoing effect, such as an Affliction, however, it remains in place and continues to harm the them.

TypeDifficultyEssence Cost
Recovery
Target is Dying2 or Resistance3
Target is Dead4 or Resistance5
Time Deceased
(Might) Rounds+0+0
(Might) Minutes+3+2
(Might) Hours+6+4
(Might) Days+9+6

Adjudicating Recovery

Resurrection is not something to be taken lightly in Kith Kanaan. Bringing the dead back to life is a very serious matter, and is reserved as a power only the gods can provide. It is believed by most major religions that the soul of the deceased moves on at sunrise or sunset, and that once it has occurred, the person is beyond the reach of the living. Magic, of course, bends these rules. If someone has been dead for days, they may be called back to the realms of the living, but this is considered to be a heresy for nearly every religion found in Kith Kanaan. There is a price, however for meddling in the realm of the gods.

Once such a person has been brought back to life, they remain living for only as long as the spell’s duration. Once the duration has passed, the unfortunate makes a Death Save each hour afterwards. Once the Death Save has failed, the victim dies once again. A sorcerer using the Permanency Talent may spend DP to extend the duration of the spell, but this only prolongs the inevitable – if anything interrupts the spell, the recipient begins making Death Saves, and if they happen to die, the spell will not revive them if it becomes active again.

Enhancement Spells

Enhancement spells are used to augment and manipulate the natural life processes of the body, allowing the recipient of the spell to do things which would normally be impossible. Masters of this art often create new forms of life through enhancement magic, transforming mundane animals into guardians or weapons.

Degeneration

Degeneration magic is used to weaken and cripple a target, making them suffer as their bodies fail them. The sorcerer can weaken Traits, causing their opponent life-altering injuries.

TypeTraitEffectivenessDifficultyEssence Cost
EnhancementAttributeHalf Potency5 or Resistance6
EssencePotency4 or Resistance4
HealthPotency3 or Resistance5
PowerHalf Potency5 or Resistance5
InitiativePotency3 or Resistance4
SizeHalf Potency5 or Resistance4
SoakHalf Potency4 or Resistance5
SpeedPotency3 or Resistance4
DegenerationAttributeHalf Potency6 or Resistance7
EssencePotency4 or Resistance5
HealthPotency5 or Resistance6
PowerHalf Potency6 or Resistance5
InitiativePotency4 or Resistance5
SizeHalf Potency5 or Resistance4
SoakHalf Potency5 or Resistance6
SpeedPotency4 or Resistance5

Affliction

The Spell infests the target with a virulent disease or a deadly toxin. The affliction is considered an ongoing effect, and remains in the target until it has run its course. If the Spell has a Duration, the Potency of the disease does not begin to decrease until the Duration has passed.

Disease

The character must determine the Trait targeted, and the Frequency, Degrade, Onset, and Vector for the disease. The Potency of the Spell creates the disease’s Potency.

Disease TargetCostDifficulty
Health42 or Resistance
Essence53 or Resistance
Mental64 or Resistance
Physical52 or Resistance
Social63 or Resistance
Spiritual74 or Resistance
FrequencyCostDifficulty
Round+4+6
Minute+2+4
Hour+1+2
Day+0+0
DegradeCostDifficulty
Day+0+0
Hour–1–1
Minute–2–2
Round–3–4
OnsetCostDifficulty
Round+0+0
Minute–1+0
Hour–1–1
Day–2–2
VectorCostDifficulty
Air+3+6
Blood+1+2
Ingestion+0+0
Sweat+2+4

Poison

The character must determine whether the poison is Lethal or Non-Lethal, Painful or Painless, and the Onset and Frequency for the poison. The Potency of the poison is equal to the Potency of the Spell. The poison automatically has a blood Vector.

Poison TypeCostDifficulty
Lethal44 or Resistance
Non-Lethal33 or Resistance
PainCostDifficulty
Painful+0+0
Painless+1+1
FrequencyCostDifficulty
Round+0+0
Minute+1+2
Hour+2+4
Day+4+6
DegradeCostDifficulty
Round–1–1
Minute+0+0
Hour+1+2
Day+2+4
OnsetCostDifficulty
Round+0+0
Minute+1+2
Hour+2+4
Day+4+6
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