Home > Spells > Health Spells
Health Spells
Health spells can heal physical injury, cure diseases (or
inflict symptoms), detoxify poisons or drugs (or mimic
their effects), and modify attributes. No techniques
currently known to magic can erase Stun damage or
cure psychological conditions. All health spells require
the magician to physically touch the subject of the
spell—this “laying on of hands” is traditional in magical
healing lore the world over.
Most health spells are cast with a simple Spellcasting
+ Magic [Force] Test. Exceptions are listed in the spell
descriptions.
Essence: Low-Essence characters are more difficult
to affect with some health spells. It’s hard to put the
body back into its natural state when that state has been
unnaturally altered. In game terms, this means you take
a dice pool modifier equal to the target’s actual Essence
minus his maximum Essence (which will turn out to be 0
or a negative number), rounded up.
Health Spells
Spell Name |
Type |
Duration |
Range |
Drain |
Antidote |
Mana |
P |
T |
F - 3 |
Cure Disease |
Mana, Essence |
P |
T |
F - 4 |
Decrease [Attribute] |
Physical, Essence |
S |
T |
F - 2 |
Detox |
Mana |
P |
T |
F - 6 |
Heal |
Mana, Essence |
P |
T |
F - 4 |
Increase [Attribute] |
Physical, Essence |
S |
T |
F - 3 |
Increase Reflexes |
Physical, Essence |
S |
T |
F |
Oxygenate |
Physical |
S |
T |
F - 5 |
Prophylaxis |
Mana |
S |
T |
F - 4 |
Resist Pain |
Mana |
P |
T |
DV - 6 |
Stabilize |
Mana |
P |
T |
F - 4 |
Antidote
This spell helps a poisoned subject overcome a toxin.
Casters use it after the target has been poisoned, but before
the target needs to make her Toxin Resistance Test,
based on the Speed of the toxin. Add the hits from this
spell directly to the hits from the Toxin Resistance Test.
Cure Disease
This spell is used at any point after infection to help a
patient overcome illness. The infected character receives
a number of additional dice on her Disease Resistance
Test equal to the spell’s net hits until the patient recovers
(or dies). It does not heal any damage already inflicted by
the disease (that requires a separate Healing spell).
Decrease [Attribute]
This spell weakens the target by decreasing a designated
Attribute. A version of this spell exists for each
Physical and Mental attribute, but not for Special attributes
(Initiative, Edge, Essence, Magic, or Resonance). It
affects both natural and augmented Attributes.
This spell is cast with an Opposed Spellcasting +
Magic [Force] v. (targeted Attribute) + Willpower Test.
If the magician wins, the Attribute is reduced by the
spell’s net hits. If a Physical Attribute is reduced to 0, the
victim is incapacitated and paralyzed. If a Mental Attribute
is reduced to 0, the victim stands still, mindlessly
confused. Decreasing an Attribute also affects any other
derived statistics that use it (for example, if Reaction or
Intuition is lowered, Initiative is lowered as well) as long
as the spell is sustained.
Detox
Detox relieves the side effects of a drug or poison.
The Force of the spell must equal or exceed the toxin’s
base DV. A single hit is sufficient to eliminate all symptoms.
Detox does not heal or prevent damage done by
toxins, but it eliminates any side effects they may have
on the victim (dizziness, hallucinations, nausea, pain,
and so forth). Detox is the hangover cure of choice
among those who can afford it.
Heal
Heal repairs physical injuries. It heals a number of boxes
of Physical damage equal to the spell’s hits from the
Spellcasting Test. Hits can also be used to reduce the base
time for the spell to become permanent; each hit spent
this way shaves off 1 Combat Turn (you can split hits between
healing and reducing time).
Any boxes of Physical damage your target still has
after any boxes are healed magically can only be healed
by time and rest.
Increase [Attribute]
This spell increases an Attribute (natural or augmented)
on a voluntary subject. A version of this spell exists
for each Physical and Mental attribute, but not for
Special Attributes (Initiative, Edge, Essence, Magic, or
Resonance). The Force of the spell must equal or exceed
the (augmented) value of the Attribute being affected.
The Attribute is increased by an amount equal to the hits
scored, up to the target’s augmented maximum (any hits
that would increase the Attribute beyond its augmented
maximum are ignored). Each Attribute can only be affected
by a single Increase Attribute spell at a time.
Note that increasing an Attribute may affect other
derived statistics (Increase Reaction also affects Initiative,
for example, while Increase Body adds extra boxes
to the character’s Physical Condition Monitor for as long
as the spell lasts).
Increase Reflexes
This spell increases the initiative of a subject. Each hit
rolled on the Spellcasting Test adds +1 to the target’s Initiative,
and every two hits adds one Initiative Die. A character
can only be affected by a single Increase Reflexes spell at
a time, and the maximum Initiative Dice anyone can have
is +5D6.
Oxygenate
This spell oxygenates the blood of a voluntary subject,
providing extra Body dice (1 die for every hit) to re-
sist suffocation, strangulation, the effects of inhaled gas,
or any other effect of oxygen deprivation. The spell also
allows the subject to breathe underwater.
Prophylaxis
This spell provides an extra die per hit for a subject to
resist infection, drugs, or toxins. The spell does not discriminate
between harmful and beneficial drugs, so the
subject also resists medicines and other helpful drugs
while under its effects. Reduce the bonuses of a beneficial
drug by 1 for every hit rolled in the casting; three
or more hits block effects that do not have a bonus or
penalty associated with them.
Resist Pain
Resist Pain allows the subject to ignore the pain of injuries,
reducing penalties from Physical or Stun damage.
Each hit on the Spellcasting Test removes the effect of
one box of damage from each of the subject’s Condition
Monitor tracks. It does not remove the damage itself; it
only eliminates the modifiers. If all of the boxes on the
track are filled, the character still falls unconscious.
The spell is permanent in that the boost to the patient’s
endorphin levels does not wear off. If the subject’s
damage rises above the level at which the patient
is resisting pain or if the existing injuries heal, the spell
dissipates. A person can only be under the effects of one
Resist Pain spell at a time (the one with the most hits).
Stabilize
When applied to a character with a filled Physical
damage track, this spell stabilizes all vital functions and
prevents the character from dying. The spell’s Force
must equal or exceed the overflow damage already taken
when the spell starts. The full time must be taken for
the spell to become permanent before the character is
truly stabilized; hits reduce the time it takes by 1 Combat
Turn each. If successful, the spell prevents the character
from taking further damage from Physical Damage
Overflow (p. 209).