Whitemages

Whitemage crest
Healers have one of the most natural magics – the ability to restore a body to its healthy state. Healing magic is the magic of blood and the blood of all people and animals on Lly is white. Healers will tell you that blood is, in a way, conscious. Muscle, bone, and all other tissues are blood combined with other nutrients (such as iron or calcium) that allow the blood to take on specialized structure and function. If the healing does not require additional nutrients, a healer’s spell might simply add energy to the speed the natural process of healing. If tissue must be generated, the healer must add the additional material that would naturally have been consumed by the injured person over time and channeled to the injury. The blood needed will be pulled from the rest of the creature’s body.

General Uses of White Magic:

  • To heal wounds
  • To cure creatures sickened by poisons or disease
  • To sense emotions and calm creatures (a very powerful whitemage spell senses if a person is lying)
  • To modify the physical form of the body (anything from changing hair colors to hardening the outer layers of skin to prevent damage)

Whitemages can cure physical damage inflicted by wounds, poisons, and disease. Some healers can heal mental damage as well and have uncanny empathy for the emotions and needs of their patients (most have at least some). Some healers also have varying degrees of ability to protect people and prevent harm. And, very rarely, healers have shown limited ability to control others’ bodies or even minds, however such healers are obviously feared, and frequently killed when their skill is discovered. It is obviously taboo to either cause harm (which healers could, theoretically do) or control another person. The variety of spells used by common healers is narrow, but the magic is, in a way, the strongest of the four disciplines as it is in line with what the body would do naturally.

WHITEMAGE SPELL CHART

Whitemage summary spellchart

Whitemage-Specific Spells:

With the exception of the partial form level 0 spells, mages must learn every spell from an instructor familiar with it. Typically, a mage’s education takes place in “levels” – and the progression between levels requires considerable study. (See Learning and Practicing Spells for details).

Every spell has a:

  • Physical knot used to correctly instruct the energy
  • Concentration check (CC) that must be passed in order to cast the spell (the same for all spells of a given level)
  • Minimum ravel requirement, R – used to calculate the amount of magical focusing energy necessary to cast the spell — for details about using ravel, see Casting
  • Range of effects for the full form of the spell and given the skill level (SL) check — for details about charges, see Casting and Making Knots
  • Range of effects for the partial form the spell and given the SL check
  • Default SL modifier that is applied to the skill check
  • Casting time (a full round action unless otherwise specified) — for details about casting see: Casting
LEVEL 0 SPELLS (CC: 5, SLmod:0)

Sense Emotions — R=0
Full charge:
Low charge:

Calm Emotions — R=2
Full charge: At-distance mental calming. This spell calms agitated people. You have no control over the affected people, but calm emotions can stop enraged people from starting to fighting or from an emotional outburst of any kind. Any aggressive action against or damage dealt to a calmed person immediately breaks the spell. So, if a person is actively engaged in combat, calm will have no effect.
Low charge: Hands-on mental calming

Health Check — R=2
Full charge: Allows you to identify the HP status of any creatures nearby, also the nature any significant wounds or ailments
Low charge: Same for a single creature nearby

Ease Pain — R=4
Full charge: Removes Physical feelings of pains and mentally calms the patient
Low charge: Removes Physical feeling of pain

Stabilize Wounded – R=4

LEVEL 1 SPELLS (CC: 10, SLmod:-4)

Healing Moderate Wounds — R=6
Full charge: At-distance Healing of Wounds
Low charge: Hands-on Healing of Wounds

Imbue with Strength — R=8
Full charge:
Low charge:

Imbue with Endurance — R=8
Full charge: (cast hands-on only) The affected creature gains greater vitality and stamina. The spell grants the subject a +n enhancement bonus to Constitution which adds the usual benefit to HP, Fort saves, etc. The HP are only temporary however and they are lost after some time. The knot can funnel strength into the modifier or the duration of the spell, distribute the points from a D20 SL check as you want.
Low charge: The fixed duration of a low charge is 10minutes. The strength is half of those described for a full charge above.

Barkskin — R=10
Full charge: (cast hands-on only) The affected creature’s skin is toughened. The effect grants a +n enhancement bonus to the creature’s existing natural armor bonus. It stacks with the target’s natural armor bonus, but not with other magical enhancements to natural armor. (aka, it cannot stack with itself or with stoneskin) . The knot can funnel strength into the modifier or the duration of the spell, distribute the points from a D20 SL check as you want.
Low charge: The fixed duration of a low charge is 10minutes. The strength is half of those described for a full charge above.

Deep Sleep — R=10
Full charge: At-distance:
Low charge: Hands-on mental calming

LEVEL 2 SPELLS (CC: 10, SLmod:-8)

Healing of Poison or Disease
Full charge: At-distance Healing of Poison
Low charge: Hands-on Healing of Poison

Healing Animals
Full charge: At-distance Healing of Animal
Low charge: Hands-on Healing of Anima

Lifesense
Full charge:
Low charge:

Physical Mapping
Full charge:
Low charge:

Healing Magical Damage
Full charge: Heals magical damage and restores Ravel
Low charge: Heals magical damage

LEVEL 3 SPELLS (CC: 15, SLmod:-12)

Healing Critical Wounds
Full charge: At-distance Healing of Wounds
Low charge: Hands-on Healing of Wounds

Weaker Fast Healing Web
Full charge:
Low charge:

Alter Appearance
Full charge: Can change the superficial appearance of the human face or skin (Hands-on only)
Low charge: Can change skin, eye, and/or hair color of a creature (Hands-on only)

Stoneskin
Full charge:
Low charge:

Truthsense
Full charge:
Low charge:

LEVEL 4 SPELLS (CC: 20, SLmod:-16)

Greater Fast Healing Web
Full charge:
Low charge:

Identify Blood
Full charge: Recreates the image and properties of a creature from a blood or other unique physical sample (piece of hair, saliva, etc). The image is visible as energy, and thus to all mages. It can be made visible to all people if the spell is complemented with a Redmage’s outline magic spell.
Low charge: Recreates some properties of a creature such as species, gender, hair, eye, and skin color, and age. A skill roll determines how detailed the information is.

Hold Fast Life
Full charge:
Low charge:

Restore
Full charge: Restore sight to the blind, hearing to the deaf, or even regrow a limb. Restore the body to it’s fully healthy state.
Low charge:

Mass Healing of Wounds
Full charge: At-distance Healing of Wounds, up to 10 people
Low charge:At-distance Healing of Wounds, up to 3 people

Whitemages

Ravel ch3cooh