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The Militant Order of the Arcane Tempest
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9. Corporeal Magic

Corporeal Magic, or the powers of the Fountain of Life, are generally somewhat more obvious in their Applications than those of other schools, for example im sure no Corporeal caster needs to be told when to Cast Lesser Healing or Purge Poison. Therefore I have in this section grouped the spells differently, whilst the Healing spells are listed, there is no commentary. Although a Corporeal Mage will of course have read the above section on the proper uses of Healing magics and should therefore not need more specific guidance.

Healing Powers of the First Rank

Cleanse Wound

Let the power of the Fountain of Life flow through me and cleanse this wound of poison.

Range: Touch

Once the exact effects are known, this spell will remove a poison introduced into a living creature by a weapon (including claws and other natural body weaponry) and only works on one wound. Any effects (for example, damage or death) already inflicted by the poison are not removed, so the wound is not healed. This spell does not work on poisons administered by any other means (e.g. ingestion). This spell will only work on any minor potency blade poison up to potency 4.

Diagnosis

Let the power of the Fountain of Life flow through me to diagnose that which ails this living creature.

Duration: 10 seconds Range: Touch

This spell requires concentration for 10 seconds. The caster will then be aware of whether the target's life force is impaired by injury, disease or poison, either natural or magical. It will also give information as to whether the affliction or afflictions are likely to be fatal if left untreated. This spell will give the exact effects of any Known Disease, along with its Virulence and Contagion level, but will only provide the Virulence and Contagion level of any other disease

Discern Nature of Poison

Let the power of the Fountain of Life flow through me and reveal to me the nature of the poison within this creature.

Duration: 10 seconds Range: Touch

This spell requires concentration for 10 seconds and at the end of this period the caster will gain detailed information about the effects wrought by any poison in the target creature's body and the potency Rank of the poison. It will not give the name of the causative agent (this requires Poison Lore). This includes effects that will not be affected by Cleanse Wound or Purge Poison. If more than one poison is present information will be given separately about each one.

Lesser Healing

(Touch target location.) Let the power of the Fountain of Life flow through me and bestow lesser healing. (Repeat chant.)

Duration: As long as the chant and clear physical contact maintained with target location.

This allows the caster to heal damage inflicted upon a single body location. To perform magical healing, the caster must lay a hand on the wounded area for ten seconds per hit point being restored to that single location. They must continue chanting quietly the whole time (though once the verbal has been said once, a repeated ten second count may be used as the chant). For example: If a character has Body Development, a single location can be restored from zero to full hits after twenty seconds. If the healing process is interrupted (i.e. the chant is stopped in mid count or the healer's contact with the location is broken) the healing for that point fails and the spell is broken. Previous points for which whole counts of ten were achieved uninterrupted remain healed. Natural Armour can be regained with this spell, and requires a ten second count as per a normal hit point. It should also be noted that this spell does not 'heal' or repair Physical armour.

Restore Speech

Let the power of the Fountain of Life flow through me and restores this creature's power of speech.

Range: Touch

Instantly restores the power of speech to a single living creature if this has been impaired or removed by magic or other means. Whilst this is not a 'curing' spell, it will restore speech loss incurred as a result of a physical injury, such as the effect of a disease.

Other Spells of the First Rank

Enhancement

Let the power of the Fountain of Life flow through me and into thy body and grant thee enhanced hearing/smell/vision [select one]

Duration: 30 seconds Range: Touch

Effects: May be used to enhance one of the target's three senses specified in the verbal to the following degree; normal handwriting may be clearly seen up to 30 ft. away, whispered conversations may be clearly overheard within 30 ft. or the sense of smell is as good as the skill Sniff, but with a range of 30 ft. A Referee will be required for covert use of this spell.

Uses: This spell may on occasion be useful, however its duration should be borne in mind, as every thirty seconds of conversation you overhear could be another of your comrades dead for want of a Healer with power!

Fumble

Let the power of thy life force flow from thee [indicate target] such that thy hands grow weak and fumble that [named item]

Range: 30 ft

Effects: The target is forced to drop a single object held in their hand(s), regardless of its size. This means the item should be released immediately not changed to another hand or anything else.

Uses: This spell can be used for close in protection by a corporeal healer, or as an offensive spell in conjunction with other friendly troops who can finish off the suddenly unarmed and stooping foe.

Mute

Let the power of thy life force flow from thee [indicate target] such that thy voice grows weak. I strike thee mute.

Duration: 30 seconds Range: 30 ft

Effects: The indicated target may not speak or make any other noise with their vocal cords for the duration. The victim may not cast spells or invoke scrolls. However, they may very quietly vocalise the count.

Uses: This spell is a Corporeal Healers primary means of disabling enemy spell casters and can be useful in any such exchange. It may sometimes also be used to silence a voice for other reasons, usually related to morale or to shut up a pontificating idiot…

Retribution

Let the power of the Fountain of Life flow through me and link thy body to thine enemies' such that I inflict retribution on thee [indicate target].

Duration: 30 seconds Range: 30 ft

The target of this spell will receive any physical damage they inflict upon any creature for the duration of the spell. Any creature the target hits will also take damage as they would if the spell had not been cast.

Uses: This spell should never be used as a method of dealing damage, as the vast majority of people simply don’t have the fortitude to maintain it to any meaningful amount of damage. However it can be used as a good deterrent, especially among enemy skirmishers.

Sanctuary

Let the Fountain of Life flow through me and grant this creature sanctuary. (Repeat as a chant.)

Duration: As long as the chant is repeated and contact maintained with the target. Range: Touch

Effects: Whilst this spell is maintained through chanting the target will not die of mortal wounds, poisons or diseases. If either the chant or contact is broken, the shock means that the target will die immediately if they have been mortally wounded. The shock will not kill a character suffering from any non-mortal wounds, i.e. just injured limbs. If a target has been poisoned or diseased and a Sanctuary cast on them is broken, all the poisons or disease's effects will affect the target immediately.

Uses: Whilst the Primary usage of this spell is clearly one of healing, it has a second somewhat more sinister application. Cast upon a mortally wounded foe and then lifted immediately, it kills them instantly. However, so does a more vigorous stabbing. But it does bear merit as an assassination tool.

Healing Powers of the Second Rank

Cure Blindness

By my power let the Fountain of Life flow through me and cure this living creature's blindness.

Range: Touch

Instantly restores sight of a single living creature if this has been impaired or removed by magic or other means. Whilst this is not a 'curing' spell, it will restore sight loss incurred as a result of a physical injury, such as the effect of a disease.

Cure Disease

By my power let the Fountain of Life flow though me and drive the disease from this creature's body.

Range: Touch

Once the exact effects are known, this spell will instantly cure a living creature of a single natural or unnatural Known Disease. However, if it is an Unknown Disease, then the caster may add any number of Corporeal cards to equal the Virulence, thereby curing the Disease. Cure Disease can be cumulative in this manner, but each Corporealist must cast Diagnosis first. This will not restore physical injury or change already sustained from the ravages of the disease. If no extra Corporeal cards are expended, this is cast at a base of two. The Contagion level of any disease is unaffected by this spell unless the disease is cured, whereby the Contagion is removed.

Note: To have any effect, this spell must be used in conjunction with Diagnosis (see: Diseases; Curing Diseases). In addition, the information granted by Diagnosis is relevant only for the individual disease and person. The same disease in another victim will still require a Diagnosis to be cast.

Cure Paralysis

By my power let the Fountain of Life flow through me and remove the shackles of paralysis from this living creature's body

Range: Touch

Instantly removes the effects of paralysis induced in a living creature by magic or creature attack - will not work against paralysis induced by poison.

Greater Healing

By my power let the Fountain of Life flow through me and bestow greater healing. " (Repeat as a chant.)

Duration: As long as the chant and contact are with target location maintained

Range: Touch

To perform Greater Healing the same rules with regard to touch and chant apply as for Lesser Healing. However, the effect is not limited to a single location but may be used to heal the target to all damaged locations simultaneously. For example: A character with Body Development, who was reduced to zero in two locations, would be restored to full health in twenty seconds. Natural Armour can be regained with this spell and requires a ten second count as per a normal hit point

Purge Poison

By my power let the Fountain of Life flow through me and purge the poison from this creature's body.

Duration: Instantaneous Range: Touch

Purge Poison will work on any poison in the Basic List, but only if the caster has cast Discern Nature of Poison first. However, if the poison is not named on the Basic List, then a number of additional Corporeal Spell Cards, equal to the poison's Potency, must be used to remove it. A poison's Potency will be noted on its card. If no extra Corporeal cards are expended, this is cast at a base of two. Purge Poison can be cumulative in this manner but each caster will have to cast Discern Nature of Poison first. All such cumulative casting must be started within the poison's duration. For example: A character has been stabbed with a poisoned blade carrying Potency 10 venom. In order to remove this a Corporealist will have to quickly cast Discern Nature of Poison to get the potency value, followed by Purge Poison plus an additional 8 levels of Corporeal spell cards.

Note: The poison's card must be made available by the 'poisoner' for the use of this spell. Either by their presence, the handing of the card to the victim or via a Referee.

Regeneration

Part 1 (said by caster); By my power let the Fountain of Life flow through me and reinforce this creature's [touch target] life force such that they regenerate injury

Part 2 (said by target when required); By the power of the Fountain of Life I regenerate this wound.

Duration: Until next sunrise (unless used before then)

This spell has two parts and requires two spell cards. Part 1 is said by the caster while ripping a Rank 1 card and giving one of their own Rank 2 cards to the indicated target. The indicated target (who must be present to accept the spell) receives the benefits of the spell, which means they can use the Rank 2 card to regenerate a single wound (one hit in a single location). This includes wounds that might otherwise be mortal. The regeneration process occurs over five seconds. Unconsciousness or death resulting from such a wound will not occur if the card is torn immediately the wound is received. It is quite possible for a character to be the recipient of (and therefore use) more than one Regeneration spell, but only one may be used at a time. If you have suffered two mortal wounds, by receiving a Fatal Wound for example, you can only regenerate one of them and will still be dying. This spell may not be cast by a Corporealist upon themselves. The spell is valid only for the day it is given (until the next sunrise) and only works on the original recipient.


Spell Cards: One Rank 1 Corporeal and one Rank 2 Corporeal given to the target.


Note: This spell has no effect if the card is not torn immediately. You cannot regenerate an otherwise mortal wound after the fact as you would be unconscious, and therefore unable to use the spell!

Resist Poison

Part 1 (said by caster); By my power let the power of the Fountain of Life flow though my body, so this creature may resist poison.

Part 2 (said by target when required); By the power of the Fountain of Life I resist this poison.

Duration: Until next sunrise (unless used before then) Range: Touch

This spell has two parts and requires two spell cards. Part 1 is said by the caster while ripping a Rank 1 card and giving one of their own Rank 2 cards to the indicated target (who must be present to accept the spell). The indicated target is able to ignore the effects of a single dose of poison for ten minutes after the Rank 2 card given to them is torn, regardless of Potency. After this time the effects of the poison continue as if from the point at which it was resisted. It is quite possible for a character to be the recipient of (and therefore use) more than one Resist Poison spell, but only one may be used at a time. This spell may not be cast by a Corporealist upon themselves. The spell is valid only for the day it is given (until the next sunrise) and only works on the original recipient.

Spell Cards: One Rank 1 Corporeal, and one Rank 2 Corporeal given to the target.

Other Spells of the Second Rank

Blinding

By my power let thy life force flow from thee such that thine eyes grow weak. I strike thee blind.

Duration: 30 seconds Range: 30 ft

Effects: The target of this spell must close their eyes tightly and act as if blind for 30 seconds. The victim may not cast spells that require visual targeting (although spells requiring touch may still be cast if suitable guidance is available) or invoke scrolls during this period

Uses: Another spell useful for disabling a foe, this one bears particular mention as it renders a foe almost entirely useless for a thirty seconds, he can’t even run with certainty!

Discern Nature of Undead

By my power and the power of the Fountain of Life I command that which animates thee to reveal itself. Discern nature of undead.

Range: 30 ft

Effects: A single Corporeal undead creature must clearly state its Corporeal level if it has any, together with any Corporeal special abilities that it possesses. This description will be brief; e.g. Rank 7, Paralysis. Numeric limitations of abilities or indeed their exact effect will not be revealed. The undead cannot attack during the recital of its abilities unless it is itself attacked, at which point the spell is broken. If the undead does not have Corporeal level this spell will have no effect and the undead will be able to act freely after completion of the spell verbal. If able, undead can negate this with Counterspell.

Uses: This spell is useful primarily for those planning to cast Unbinding as it lets them know the proper amount of power to use, it also provides potentially useful intelligence about an undead creature’s abilities, as well as usefully preventing the target using these abilities whilst it recites them. Just remember it could be Counterspelled

Paralyse

By my power let thy life force flow from thee such that your limbs grow weak until thou art paralysed [indicate target].

Duration: 30 seconds Range: Touch

Effects: The target of the spell is held immobile for 30 seconds and cannot move, act or make a noise, even if attacked. (The count may be quietly vocalised.)

Uses: This spell is another highly effective disabling spell, and is usually a death warrant for an enemy, however its touch range makes it difficult to use, it is primarily recommended as a last resort or as a surprise attack.

Unbinding

By my power let the life force that animates thee be drawn from thy corpse. Undead creature thy life force is returned to the Fountain as I unbind thee [state Rank Total and indicate target].

Range: 30 ft

Effects: This spell may be used to destroy Corporeal undead creatures of any level (dependent upon the caster's power) as long as they are a corpse animated by life force, rather than a spirit. Thus, it is most appropriate for dealing with skeletons, zombies and the like. In order to use the spell, a Rank 2 card must be used together with as many additional Corporeal cards as the caster wishes, to achieve a total equivalent to the Corporeal level of the undead. For example: A level 6 Corporeal undead could be destroyed through the use of a Rank 2 card, plus an additional two Rank 1 and one Rank 2 cards, achieving a total of six.

Spell Cards: One Rank 2 Corporeal card, plus additional Rank 1 and/or 2 cards for a higher value effect, equal to the Corporeal level of the undead.

Note: If no other cards are added then the spell is cast at the base Rank (which is two) and can therefore be countered using Counterspell. If the Rank Total has been 'boosted' beyond two, by an individual caster or a Wedge, then it cannot be countered with a Counterspell. If able however, the undead may use their own cards to reduce the Rank Total of the attack. A group of Corporealists may also cast this spell in co-operation with each other (As a Wedge).

Uses: The uses are fairly obvious, however this spell should only be attempted on a target worth the effort, most Undead can be simply killed after all, and a Wedge can be difficult to arrange and use effectively, especially a Corporeal one, as a wise foe will take advantage of all your Healers being grouped together…

Wounding

Part 1; By my power I charge my hand to draw the life force from thy body and return it to the Fountain.

Part 2; I wound thee. (Touch target with bare hand within 15 seconds of Part 1.)

Range: Touch

Effects: Upon successful contact with a living creature the location struck is reduced instantly to zero hits and may not be healed for 30 seconds, other than by the Skill or Spell Regeneration. (Note: If the Spell Regeneration is used, any remaining hits after its completion may be healed as normal). This spell ignores Physical and Natural armour in its damaging effects and will affect all hits in a location, including all types of Body Development.

Note: Certain monsters/NPCs and some Special Characters may only take a limited effect from this as the spell's power is not enough to reduce their location to zero.

Uses: Again another vicious but touch range attack spell, given the spells power and difficult application a torso hit should almost always be the target for maximum effect. Again, surprise is a valuable ally.


 

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