Restoration
From FFa2Wiki
The School of Restoration involves understanding the ebb and flow of life and how to restore or defile it. While this School of magic concentrates mostly on healing, it can also be used for inflicting injury, enhancing a life form, or degrading life. Those who master this School are often given warmer receptions than those who practice the other Schools of magic.
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Restoration
The Spell restores Health or Essence to the target, equal to the Spell's Potency. This can not grant the recipient more Health or Essence than they are normally capable of having. It is easier to restore a target's Health than it is to grant them Essence. If the target is unwilling, the Difficulty is equal to the Resistance of the target. Restoration injured the Undead.
| Spell | Cost | Difficulty |
|---|---|---|
| Essence | 4 | 4 or Resistance |
| Health | 2 | 2 or Resistance |
Recovery
The Spell is used to augment a Death Save. If the recipient of the Spell is dying (having succeeded a Death Save), they gain an immediate Death Save with a bonus equal to the Potency of the Spell. Alternatively, if the subject is dead (having failed a Death Save), they gain a new Death Save. A modifier must be used to determine if the caster can perform this on a dead person - the longer the person has been dead, the more difficult it is to give them a second chance. If the caster does not generate enough Potency, the Spell fails.
| Spell | Cost | Difficulty |
|---|---|---|
| Recovery | 3 | 3 or Resistance |
| Duration | Cost | Difficulty |
| (Potency) Rounds | +0 | +0 |
| (Potency) Minutes | +2 | +3 |
| (Potency) Hours | +4 | +6 |
| (Potency) Days * | +6 | +9 |
If the recipient passes their Death Save, they are restored to 1 in the Trait which triggered the Death Save (such as Attribute or Health Loss). If the victim is afflicted by an ongoing effect, it will remain, and must be dealt with separately.
Resurrection
Bringing the dead back to life is a serious matter, and is usually reserved for the gods. It is believed that the souls of the dead move on at sunrise and at sunset, and that once this has occurred, they are beyond the reach of the living.
Magic bends this rule a touch. If someone uses the Days duration for Recovery, they can attempt to call the soul back from their final resting place. This is a serious offense, and is universally considered a heresy by every major religion to be found in Kith Kanaan.
Once such a person has come back to life, they can only remain for the duration of the Spell. Once the duration has passed, the person makes a Death Save each minute following the Spell's passing. Once the Death Save is failed, the person passes on once again. A sorcerer can use the Permanency Talent and pay DP to extend the Duration of the Spell, but this only prolongs the inevitable - if the Spell is interrupted at any time, the recipient must begin making Death Saves, and if they fail, they die, the spell will not resurrect them again.
Panacea
The character can remove an Affliction from the target. The Spell's Potency is used to reduce the Potency of the Affliction that the target is suffering from. This can be used to weaken an Affliction, making it easier to overcome, or can even completely remove the Affliction, curing the recipient. If the target is unwilling, the Difficulty is equal to the Resistance of the target.
| Spell | Cost | Difficulty |
|---|---|---|
| Disease | 2 | 2 or Resistance |
| Poison | 3 | 2 or Resistance |
| Power | 4 | 3 or Resistance |
Enhance
The Spell enhances the target, augmenting their Traits for the Spell's duration. The Spell can augment Attributes, Size, Essence, Initiative, Health, and Speed. This enhancement remains for the Duration of the Spell.
Attribute, Health, and Essence
The Spell enhances the Trait by Half Potency. This acts as a temporary Bonus, and if the character's Attribute is being augmented, it also augments any other Traits which are influenced by the Attribute. The Difficulty of the Spell is equal to the current Attribute Rank if an Attribute is being increased, 3 for Health, or 4 for Essence. If the target is unwilling, by the target's Resistance.
Initiative and Speed
The Spell enhances Initiative or Speed by the Spell's Potency. This acts as a temporary Bonus. The Difficulty of the Spell is 2, or if the target is unwilling, by the target's Resistance.
Size
The Spell enhances the Size of the target by Half Potency. This acts as a temporary Bonus, and augments all other Traits which the target's Size influences. The Spell has a Difficulty of 3, or if the target is unwilling, by the target's Resistance. The character's maximum Health increases, but their current Health does not.
| Spell | Cost | Difficulty |
|---|---|---|
| Attribute | 3 | Current Attribute Rank or Resistance |
| Initiative | 1 | 2 or Resistance |
| Size | 3 | 3 or Resistance |
| Speed | 2 | 2 or Resistance |
| Health | 3 | 3 or Resistance |
| Essence | 2 | 4 or Resistance |
Defilement
The Spell removes Health or Essence to the target, equal to the Spell's Potency. It is easier to remove a target's Essence than it is to remove their Health. If the target is unwilling, the Difficulty is equal to the Resistance of the target. Defilement heals the Undead. If the target is reduced to 0 Health, they must make a Death Save.
| Spell | Cost | Difficulty |
|---|---|---|
| Essence | 3 | 2 or Resistance |
| Health | 6 | 4 or Resistance |
Weaken
The Spell is used to cripple a Death Save. If the recipient of the Spell is dying (having succeeded a Death Save), they suffer an immediate Death Save with a penalty equal to the Potency of the Spell. Alternatively, if the subject is living, any Death Save they are going to make is penalized. A modifier must be used to determine how long this effect will remain on the target. If the target does not have to make a Death Save within the duration, the Spell fails.
| Spell | Cost | Difficulty |
|---|---|---|
| Weaken | 4 | 4 or Resistance |
| Duration | Cost | Difficulty |
| (Potency) Rounds | +0 | +0 |
| (Potency) Minutes | +2 | +3 |
| (Potency) Hours | +4 | +6 |
| (Potency) Days | +6 | +9 |
If the recipient passes their Death Save, there is no ill effect beyond the normal conditions that triggered the Death Save (such as Attribute or Health Loss).
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.
| Spell | Cost | Difficulty |
|---|---|---|
| Health | 4 | 2 or Resistance |
| Essence | 5 | 3 or Resistance |
| Mental | 6 | 4 or Resistance |
| Physical | 5 | 2 or Resistance |
| Social | 6 | 3 or Resistance |
| Spiritual | 7 | 4 or Resistance |
| Frequency | Cost | Difficulty |
| Round | +4 | +6 |
| Minute | +2 | +4 |
| Hour | +1 | +2 |
| Day | +0 | +0 |
| Degrade | Cost | Difficulty |
| Day | +0 | +0 |
| Hour | -1 | -1 |
| Minute | -2 | -2 |
| Round | -3 | -4 |
| Onset | Cost | Difficulty |
| Round | +0 | +0 |
| Minute | -1 | +0 |
| Hour | -1 | -1 |
| Day | -2 | -2 |
| Vector | Cost | Difficulty |
| 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.
| Spell | Cost | Difficulty |
|---|---|---|
| Lethal | 4 | 4 or Resistance |
| Non-Lethal | 3 | 3 or Resistance |
| Pain | Cost | Difficulty |
| Painful | +0 | +0 |
| Painless | +1 | +1 |
| Frequency | Cost | Difficulty |
| Round | +0 | +0 |
| Minute | +1 | +2 |
| Hour | +2 | +4 |
| Day | +4 | +6 |
| Degrade | Cost | Difficulty |
| Round | -1 | -1 |
| Minute | +0 | +0 |
| Hour | +1 | +2 |
| Day | +2 | +4 |
| Onset | Cost | Difficulty |
| Round | +0 | +0 |
| Minute | +1 | +2 |
| Hour | +2 | +4 |
| Day | +4 | +6 |
Cripple
The Spell cripples the target, decreasing their Traits for the Spell's duration. The Spell can degrade Attributes, Size, Essence, Initiative, Health, and Speed. This effect remains for the Duration of the Spell.
Attribute, Health, and Essence
The Spell decreases the Trait by Half Potency. This acts as a temporary Penalty, and if the character's Attribute is being degraded, it also adjusts any other Traits which are influenced by the Attribute. The Difficulty of the Spell is equal to the current Attribute Rank if an Attribute is being decreased, 6 for Health, or 5 for Essence. If the target is unwilling, by the target's Resistance.
Initiative and Speed
The Spell degrades Initiative or Speed by the Spell's Potency. This acts as a temporary Penalty. The Difficulty of the Spell is 3, or if the target is unwilling, by the target's Resistance.
Size
The Spell weakens and cripples the target, decreasing the Size of the target by Half Potency. This acts as a temporary Penalty, and degrades all other Traits which the target's Size influences. The Spell has a Difficulty of 4, or if the target is unwilling, by the target's Resistance. The character's maximum Health decreases, but their current Health does not.
| Spell | Cost | Difficulty |
|---|---|---|
| Attribute | 4 | Current Attribute Rank or Resistance |
| Initiative | 2 | 3 or Resistance |
| Size | 4 | 4 or Resistance |
| Speed | 3 | 3 or Resistance |
| Health | 4 | 6 or Resistance |
| Essence | 3 | 5 or Resistance |
Ongoing Restorations
Restorations are not intended for duration. The Difficulty and Essence Cost for an extended Restoration is higher than that of other Spells. Ongoing Effects are weaker than Instant Effects. The Potency of the Spell is halved, but are able to continue at the beginning of each Round.
| Duration | Cost | Difficulty | |
|---|---|---|---|
| Instant | |||
| Instant Effect | +0 | +0 | |
| Concentration | |||
| Active Until Broken | +3 | +3 | |
| Self-Sustaining | (Half Might) Rounds | +2 | +2 |
| (Half Might) Minutes | +4 | +4 | |
| (Half Might) Hours | +6 | +6 | |
| (Half Might) Days | +8 | +8 | |
| (Half Might) Weeks | +10 | +10 |
Range and Restoration
Restoration is intended for touch-range. It is possible to perform a Restoration Spell at range, but it is much more difficult without that sympathetic link. As such, the Range chart for Restoration Spells is different from other Spells.
| Range | Cost | Difficulty |
|---|---|---|
| Self | -2 | -2 |
| Touch | -1 | -1 |
| Line of Sight | +3 | +1 |
| Awareness | +6 | +3 |
| Remote | +9 | +5 |
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