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Magical Healing

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Magical Healing Empty Magical Healing

Post  Captain Peanut Butter Tue Dec 02, 2008 9:32 pm



Last edited by Captain Peanut Butter on Wed Oct 14, 2009 12:50 am; edited 14 times in total
Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 2:29 am


ENHANCE HEALING
   Description: You can make your magical healing abilities more powerful than normal for a short time.
   Mechanic: During the turn you execute this ability, you gain a +4 on all bonuses related to magical healing abilities. This ability can only be combined with one magical healing ability per turn. Magical Healing abilities cannot be combined with any form of attack in the same turn.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 3:40 am


EXORCISE SPIRIT
   Description: You can drive possessing spirits from the body they inhabit.
   Mechanic: By spending two consecutive turns, you can make a Magic check against the Resistance of any creature that has control of a body with the Possession ability. If you succeed, that creature is forced out of the host body. Additionally, this ability may be used on victims of mind-altering abilities, forcing the wielder of said ability to make a Resistance check against your Magic or the victim will be set free, negating that ability.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 3:48 am


HEAL HIT POINTS ALPHA
   Description: You can restore lost hit points to yourself and others.
   Mechanic: You can restore a number of hit points to yourself or another creature equal to 1/2 your Magic modifier, rounded down. Use of this ability can never bring a character's total hit points to a higher number than they had before combat began. Magical Healing abilities cannot be combined with any form of attack in the same turn.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 3:49 am


HEAL HIT POINTS BETA
   Description: A more powerful healing spell which takes longer to cast
   Requires: Heal Hit Points Alpha, 5th Level
   Mechanic: Restores a number of HP equal to 4x the magic modifier, and takes 2 turns. Cannot be combined with any physical or magic attacks in the same turns.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 3:57 am


HEAL HIT POINTS GAMMA
   Description: A more powerful healing spell which takes longer to cast
   Requires: Heal Hit Points Alpha, Heal Hit Points Beta, 10th Level
   Mechanic: Restores a number of HP equal to 6x the magic modifier, and takes 2 turns. Cannot be combined with any physical or magic attacks in the same turns.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 3:58 am


HEAL HIT POINTS DELTA
   Description: A more powerful healing spell which takes longer to cast
   Requires: Heal Hit Points Alpha, Heal Hit Points Beta, Heal Hit Points Gamma, 20th Level
   Mechanic: Restores a number of HP equal to 8x the magic modifier, and takes 2 turns. Cannot be combined with any physical or magic attacks in the same turns.

~@~

Captain Peanut Butter
Captain Peanut Butter
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Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 3:59 am


REMOVE DISEASE
   Description: You can heal yourself and others of deadly diseases.
   Mechanic: You negate the effects of all diseases affecting the victim, including supernatural diseases such as lycanthropy. If a victim of the disease does not want to be healed, the "victim" can make a Resistance check against your Magic to negate this ability.

~@~

Captain Peanut Butter
Captain Peanut Butter
Master
Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 4:01 am


REMOVE POISON
   Description: You can remove the hazardous effects of poisons from yourself and others.
   Mechanic: You negate the effects of poison-related abilities such as Poison Attack. Once negated, the poison ability no longer continues to drain hit points from the victim, but hit points already lost remain so until the Heal Hit Points ability is applied to the afflicted character. Magical Healing abilities cannot be combined with any form of attack in the same turn.

~@~

Captain Peanut Butter
Captain Peanut Butter
Master
Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

http://learnava.allyogame.com

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Post  Captain Peanut Butter Wed Dec 03, 2008 4:01 am


RESURRECTION
   Description: You can return the dead to life.
   Mechanic: By spending two consecutive turns, and a number of hit points equal to 1/2 your Endurance modifier, you can return a slain creature to life. Regardless of the condition of that creature's body before using this ability, that person appears before you at their healthiest. Creatures who do not wish to be resurrected from the dead automatically resist this ability with success. Magical Healing abilities cannot be combined with any form of attack in the same turn.

~@~

Captain Peanut Butter
Captain Peanut Butter
Master
Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Captain Peanut Butter Wed Dec 03, 2008 4:02 am


SEAL SOUL
   Description: You can ward a person's soul to prevent them from transforming into an undead creature when they die.
   Mechanic: By spending two consecutive turns, you can perform a ritual upon a willing target. Thereafter, for a number of turns equal to your Magic modifier plus 1/2 your Endurance modifier, that target cannot become an undead creature. If the target is killed by an undead creature, their body is similarly warded during the ability's duration. Magical healing abilities cannot be combined with any form of attack in the same turn.

~@~

Captain Peanut Butter
Captain Peanut Butter
Master
Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

http://learnava.allyogame.com

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Post  Captain Peanut Butter Tue Aug 11, 2009 4:39 am

BOSS CHARACTER
   Description: After a long, hard quest, the adventurers make it to that final room, in which waits their greatest challenge yet. You.
   Requires: Heal Hit Points Alpha, 5th Level
   Mechanic: Each turn you are attacked by three or more enemies at once, you heal a number of hit points equal to your Magic modifier multiplied by the number of opponents attacking you, provided you survive the turn in question (this ability cannot bring you back from the dead). Using this ability is otherwise automatic.

~@~
Captain Peanut Butter
Captain Peanut Butter
Master
Master

Number of posts : 477
Age : 38
Registration date : 2008-11-24

http://learnava.allyogame.com

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Post  Captain Peanut Butter Wed Oct 14, 2009 12:49 am

QUICKENED HEALING
   Description: Through experience, you have learned to cast your healing spells more quickly than usual.
   Requires: Heal Hit Points Alpha, Heal Hit Points Beta, Must have had Heal Hit Points Beta for at least one level.
   Mechanic: You reduce the casting time for any magical healing ability by one round to a minimum of one action. Using this ability is automatic.

~@~
Captain Peanut Butter
Captain Peanut Butter
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Number of posts : 477
Age : 38
Registration date : 2008-11-24

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Post  Miss Mustard Wed Dec 09, 2009 2:04 am



DEPROGRAMMER
   Description: You help victims of brainwashing return to normal.
   Mechanic: To use this ability, you must spend a number of hours equal to the victim’s level (minimum 1) multiplied the severity of the Honor Code you wish to remove (minor x2; moderate x3; severe x4). These hours need not be consecutive but must take place within a day of each other and in increments no less than 2 hours. At the end of every usage duration, you make a Resistance check on the victim’s behalf against the Magic of the programmer. If you succeed, any Honor Code which has been implanted in the victim via Program is removed and they are returned to their original beliefs. If you fail, their programming persists. You may only use this ability to remove implanted honor codes; the victim cannot be talked out of their natural beliefs.

~@~


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