Saturday, November 16, 2019

Elder Scrolls GLOG: School of Restoration

Practitioners of Restoration command curative energies, knitting flesh and bone as well as bringing the sick to health. Spiritual and magical ailments, and even curses, can be undone through their spells.

School of Restoration

Cantrips:
1. Touch a wound to stop it from bleeding. Doesn't heal any damage, but stops blood getting everywhere. Unsightly white scars form until properly healed.
2. Spend ten minutes washing your hands over your clothes to remove any stains and dirt.
3. If an attack would reduce you from full HP to 0 HP or less, you may spend all your remaining MD to survive with 1 HP. You must spend at least 1 MD.

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Apprentice

Heal
R: touch T: creature D: 0
Target creature heals [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.

Cure Disease
R: touch T: [dice] creatures D: 0
Creatures afflicted with a common disease or blight are cured of their ailment. Has no effect on healthy creatures.

Cure Poison
R: touch T: [dice] creatures D: 0
A creature afflicted with poison is cured of their ailment. Has no effect on healthy creatures.

Adept

Restore Attribute
R: touch T: creature D: 0
Restores a damaged attribute by [sum] points up to the original value.

Fortify Health 
R: touch T: creature D: 1 hour
The target gains [sum] temporary hit points on top of their normal maximum.

Fortify Magicka
R: touch T: creature D: 0
The caster transfers [dice] MD to another character. These are automatically depleted on the receiver's side, but the caster may get them back. The receiver may not have more than 5MD.

Expert

Regeneration
R: touch T: creature D: [dice] hours
Target creature regenerates 1 HP every 10 minutes. If a sufficiently magical object ( a daedra heart, a unicorn horn, etc.) is used in the casting, target also regrows missing limbs or damaged organs.

Resistance
R: touch T:[dice] creatures D: 1 hour
Creature gains resistance to an element (fire, frost, poison, shock, normal weapons) of your choice. They take half damage and have +4 to related Saves. If you invest 4 dice into a single creature, they are immune and automatically succeed on their Saves.

Cure Paralysis
R: touch T: [dice] creatures D: 0
A paralyzed creature is restored to full motion.

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Nick Kharati

Master

Mass Heal
R: 50' T: 10' radius D: 0
All creatures in the area heal [sum] HP. It costs 2 HP to remove one negative HP. This spell cannot remove Fatal Wounds, cure diseases, or heal lost limbs.

Remove Curse
R: touch T: creature D: 0
Curses cast with [dice] or fewer dice are removed.

Fortify Attributes
R: touch T: creature D: 1 hour
Fortify one attribute of your choice by [dice]x2.

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