Repeat Past Cures Chronomancy/Necromancy (Reversible)
Area of Effect: One victim
Components: V, S, M
Casting Time: 5
Saving Throw: neg.
This spell allows a caster to cause a victim to re-experience past mundane treatments and curative magic he received in his recent past. The caster sends both of them, physically, back through time to an appropriate position along the time stream. In the present, the both of them seem to disappear. Upon reentering reality, the victim's present self shares the same physical location as his past self long enough to acquire the healing. Both bodies receive the healing benefit. This does create an overlap. The chronomancer, with this spell, can see outlines of the victim's present self while overlapped with the victim's past self. The chronomancer must make a system shock roll in order to be able to pull the victim's present self from the past self. If the chronomancer fails, the victim's present self is trapped in the past. The chronomancer can pull the victim's present self away without difficulty if he cast Life Tether upon the victim's present self before casting 'Repeat Past Cures.' The caster cannot do anything else until both safely return.
The chronomancer can send himself and a victim back through a window of time one week per level of experience. The victim can repeat past cures according the following table. The victim's present self must be conscious for the spell to work. If the chronomancer finds a random location where the victim's past self is unconscious, if applicable, the spell fails and the caster and the victim return to the present.
|Type of Random Healing Found|
|51-75%||magical healing||d8 hitpoints||76-95%||magical potion||d8 hitpoints||96-98%||magical potion||3d8+3 hitpoints|
|99-00%||victim's past self unconscious, spell fails|
For every two levels of experience, the caster can adjust the roll by a +5% for a more favorable outcome. This spell cannot be used to cure blindness, deafness, etc. This spell cannot help the victim relive any clerical Raise Dead or Resurrection spells that were ever used to bring the victim back to life. This spell is reversible. The material component is a diamond worth 1500gp.
Resistance to Normal Weapons Abjuration
Specialty spell of clerics of Narallis Analor
Casting Time: 2
Area of Effect: creature touched
Saving Throw: none
This spell causes the target to become resistant to normal weapons of all sorts. It does not affect any magical weapon. This spell can be cast in one of two ways:
The material component is a diamond worth at least 50 g.p. Note: this spell can be read as an abjuration spell by mages or a protection spell by clerics because the spell was created by one of Narallis' Cleric/Mages.
Imbue with Healing Ability Enchantment/Conjuration
Components: V, S
Casting Time: special
Area of Effect: person touched
Saving Throw: none
This spell allows the caster to grant another cleric the ability to cast healing spells that are normally out of the cleric's range of ability or the ability to cast healing spells if he normally cannot. Eostre's and Narallis' priests have access to this spell, and can copy scrolls of this spell as well as any healing or necromancy spells. The recipient can only cast one healing spell regardless of level.
|Level of Recipient||Spell Levels Imbued|
|1-6||one 1st level spell|
|7-12||one 2nd level spell|
|13+||one 3rd level spell|
Arcane Healing Scrolls
In order to cast arcane healing scrolls, the mage must worship the deity of the priest/mage who wrote the spell. This spell is penned first before the clerical healing spell during the creation process of an arcane healing scroll. It is read first so that the mage can understand the clerical healing spell. It is cast along with the target spell instead of prior or after when dealing with meta-magic. This adds a mere +1 to the total casting time of the scroll instead of an additional total casting time. It is usually penned in the form of a glyph that includes the holy symbol of Boccob or Eostre with the glyph of necromancy. The mage need only look at the glyph and open himself to the deity. Then the glyph is verbally spoken and traced by the caster's hand, which translates the deity's power into energy the mage can harness and use to fuel the healing spell.
Area of Effect: one person
Components: V, S, M
Casting Time: one round
Saving Throw: special
Resuscitate is a mage spell created by the wizard/priests of Eostre. It will allow a magic-user to cause a dying person to become stable. The victim will no longer lose hit points unless struck by additional successful attacks. The victim will become conscious for one round per level of the caster. He cannot move or do anything under his own power while conscious. After the spell expires, the victim returns to unconsciousness. Mundane healing or curative magic will increase his hit points as normal.
If this spell is cast upon a conscious, living creature, the creature must make a successful system shock roll. If he makes it by half his percentage score, the living person is unconscious but stable with zero hit points. If the living target rolls his system shock above half, he is unconscious at -5 to -9 hit points. If the living target rolls 75% or above he is dead at his negative constitution score. The effects are instantaneous when cast upon a living target.
The material components are a piece of copper wire stuck in a bit of gum and a crystal shard from the highest mountain peak in his local area.