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 Magical Healing

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The Dark
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PostSubject: Magical Healing   Wed Nov 12, 2008 9:41 pm



Last edited by The Dark on Thu Nov 13, 2008 4:51 am; edited 10 times in total
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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:35 am

ENHANCE HEALING
   Description: You can make your magical healing abilities more powerful than normal for a short time.
   Mechanic: During the turn you execute this ability, you gain a +4 on all bonuses related to magical healing abilities. This ability can only be combined with one magical healing ability per turn. Magical Healing abilities cannot be combined with any form of attack in the same turn.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:36 am

EXORCISE SPIRIT
   Description: You can drive possessing spirits from the body they inhabit.
   Mechanic: By spending two consecutive turns, you can make a Magic check against the Resistance of any creature that has control of a body with the Possession ability. If you succeed, that creature is forced out of the host body. Additionally, this ability may be used on victims of mind-altering abilities, forcing the wielder of said ability to make a Resistance check against your Magic or the victim will be set free, negating that ability.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:41 am

HEAL HIT POINTS ALPHA
   Description: You can restore lost hit points to yourself and others.
   Mechanic: You can restore a number of hit points to yourself or another creature equal to 1/2 your Magic modifier, rounded down. Use of this ability can never bring a character's total hit points to a higher number than they had before combat began. Magical Healing abilities cannot be combined with any form of attack in the same turn.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:42 am

HEAL HIT POINTS BETA
   Description: A more powerful healing spell which takes longer to cast
   Requires: Heal Hit Points Alpha, 5th Level
   Mechanic: Restores a number of HP equal to 4x the magic modifier, and takes 2 turns. Cannot be combined with any physical or magic attacks in the same turns.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:43 am

HEAL HIT POINTS GAMMA
   Description: A more powerful healing spell which takes longer to cast
   Requires: Heal Hit Points Alpha, Heal Hit Points Beta, 10th Level
   Mechanic: Restores a number of HP equal to 6x the magic modifier, and takes 2 turns. Cannot be combined with any physical or magic attacks in the same turns.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:44 am

HEAL HIT POINTS DELTA
   Description: A more powerful healing spell which takes longer to cast
   Requires: Heal Hit Points Alpha, Heal Hit Points Beta, Heal Hit Points Gamma, 20th Level
   Mechanic: Restores a number of HP equal to 8x the magic modifier, and takes 2 turns. Cannot be combined with any physical or magic attacks in the same turns.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:46 am

REMOVE DISEASE
   Description: You can heal yourself and others of deadly diseases.
   Mechanic: You negate the effects of all diseases affecting the victim, including supernatural diseases such as lycanthropy. If a victim of the disease does not want to be healed, the "victim" can make a Resistance check against your Magic to negate this ability.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:47 am

REMOVE POISON
   Description: You can remove the hazardous effects of poisons from yourself and others.
   Mechanic: You negate the effects of poison-related abilities such as Poison Attack. Once negated, the poison ability no longer continues to drain hit points from the victim, but hit points already lost remain so until the Heal Hit Points ability is applied to the afflicted character. Magical Healing abilities cannot be combined with any form of attack in the same turn.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:49 am

RESURRECTION
   Description: You can return the dead to life.
   Mechanic: By spending two consecutive turns, and a number of hit points equal to 1/2 your Endurance modifier, you can return a slain creature to life. Regardless of the condition of that creature's body before using this ability, that person appears before you at their healthiest. Creatures who do not wish to be resurrected from the dead automatically resist this ability with success. Magical Healing abilities cannot be combined with any form of attack in the same turn.

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PostSubject: Re: Magical Healing   Thu Nov 13, 2008 4:50 am

SEAL SOUL
   Description: You can ward a person's soul to prevent them from transforming into an undead creature when they die.
   Mechanic: By spending two consecutive turns, you can perform a ritual upon a willing target. Thereafter, for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, that target cannot become an undead creature. If the target is killed by an undead creature, their body is similarly warded during the ability's duration. Magical healing abilities cannot be combined with any form of attack in the same turn.

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