Life

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Revision as of 23:03, 13 January 2025 by Kyle1322 (talk | contribs)

Healing spells in the Life Tree fall under the rules of Magical Scarring

Cantrips

Spell Name: Floramancy
Discipline: Life
Tier: Cantrip
Spell Duration: Channeled
Range: 15 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster can freely manipulate plant life in the environment, moving and molding it into different shapes. They can prompt the growth of flowers or aesthetically manipulate plant life. This spell is not harmful, cannot be used for combat purposes, and is solely for manipulating and moving flora.


Spell Name: Woodworking
Discipline: Life
Tier: Cantrip
Spell Duration: Channeled
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster is able to freely manipulate wood in range (i.e. shaping, sharpening, etc). This can only be done for wood that the caster has a proficiency to work with. Items can be created by this spell. Creating any kind of weapon or shield with this spell requires at least 2 turns. This spell can also be used to mend cracks, chips, or restore old woods.


Spell Name: Doctor’s Sight
Discipline: Life
Tier: Cantrip
Spell Duration: Instant
Range: Self
Concentration: False
Ritual: False

Spell Effect:
The caster is able to analyze the biological functions of a target to see any injury, broken or dislocated bones (along with their location), and identify present diseases in the target. This spell is not able to identify curses or afflictions of the soul.

Tier 1

Spell Name: Knock Down
Discipline: Life
Tier: 1
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster creates roots that raise up from the ground and fling them 5 meters away. These roots smash into anything in range, knocking creatures down when hit. Creatures on mounts will fall over with the mount. The only injuries obtained by this spell are injuries that happen from the falls.


Spell Name: Thorn Whip
Discipline: Life
Tier: 1
Spell Duration: 5 Turns
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster creates a whip-like vine in their hand with large thorn-like spines at the end of the vine. The mage uses the whip as if it was a real one, but upon lashing a target, it will slice more harshly than the average whip. The whip itself is five meters long. When striking a target in metal armor, it will dent the armor. When striking a target in cloth armor such as a gambeson, it will rip the material and expose the area hit as unarmored for a second strike. When striking an unarmored target, the target will receive a deep laceration wound. The target takes 3d4 damage.


Spell Name: Compression
Discipline: Life
Tier: 1
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster compresses the target’s lungs and forces out anything within them, including liquids, heavy gases, or even objects. This is uncomfortable for the target and results in heavy coughing and sore lungs.


Spell Name: Stop Bleeding
Discipline: Life
Tier: 1
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster places their hand near a wound and stops the bleeding. This also works on internal bleeding, curing the target of the effects. This spell can also be used to stabilize a target at 0 HP.


Spell Name: Minor Healing
Discipline: Life
Tier: 1
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 5 HP to the target’s health. This does not reverse status effects or wounds.


Spell Name: Treat Minor Wound
Discipline: Life
Tier: 1
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster is able to treat one minor wound (bruising, scrapes, scratches and minor burns) of any target within range, leaving no scarring or lasting damage.


Spell Name: Buff
Discipline: Life
Tier: 1
Spell Duration: 5 Turns
Range: Self, Touch
Concentration: False
Ritual: False

Spell Effect:
The caster can choose to either increase the target's speed or strength by a single tier temporarily. This spell does not stack, and it cannot buff both strength and speed simultaneously. This effect cannot be passively applied.


Spell Name: Restore Blood
Discipline: Life
Tier: 1
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster restores all of the target's missing blood, completely replenishing the lost blood as if it had never been lost. This prevents the target from bleeding to death, stabilizing their condition. However, the spell does not seal the wound itself, and the target may still bleed if the wound is not addressed separately.


Spell Name: Slowing Spores
Discipline: Life
Tier: 1
Spell Duration: 2 Turns (Spores remain); 3 Turns (Effect)
Range: 5 Meters, 5x3 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster releases noxious spores into the area in a 5-meter radius around the caster or sprays the spores in a 5x3 meter direction. The spores will remain in the area for 2 turns after casting. Anyone who breathes in these spores will have their movement speed cut in half for 3 turns, rounding down.


Spell Name: Calm Creature
Discipline: Life
Tier: 1
Spell Duration: 5 Turns
Range: 10 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster calms all non-sentient creatures in a 10-meter radius for the duration of this spell. This spell will only work against creatures of the dangerous tier or below.

Tier 2

Spell Name: Oaken Shield
Discipline: Life
Tier: 2
Spell Duration: Reaction, 15 Turns
Range: Self
Concentration: False
Ritual: False

Spell Effect:
The caster creates a shield made out of thick roots and branches that shoots up to block an attack as a reaction. It can be no larger than a kite shield and blocks three attacks before crumbling. The shield cannot be moved, and thus only provides protection as long as the caster remains still for the duration.


Spell Name: Animalspeak
Discipline: Life
Tier: 2
Spell Duration: 15 Turns
Range: Self
Concentration: False
Ritual: False

Spell Effect:
The caster can understand and verbally communicate with animals for the duration of this spell. The creatures may or may not elect to respond. The knowledge and awareness of many creatures is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The caster might be able to persuade a beast to perform a small favor, at the DM's discretion.

[Use of this spell requires a DM to roleplay the creature(s)]


Spell Name: Ensnare
Discipline: Life
Tier: 2
Spell Duration: 3 Turns
Range: 15 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster summons a barrage of vines to entangle a target of the mage’s choosing. These vines bind the feet of the target, restraining their movement and rendering them rooted for the duration.


Spell Name: Jolt of Energy
Discipline: Life
Tier: 2
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster sends a jolt of energy through a target’s heart to resume its beating shortly after it stopped. If a target has fallen below -10 HP within 3 turns of casting, or has otherwise been killed, this spell will keep the target alive and restore them to 1 HP, though incapacitated, unless their injuries are deemed too severe by a DM. A target that is not incapacitated will take 3d6 damage.


Spell Name: Antitoxin
Discipline: Life
Tier: 2
Spell Duration: 1 Stressful Scenario
Range: Self, 10 Meters
Concentration: False
Ritual: False

Spell Effect:
This spell provides the target temporary immunity to toxins such as diseases, poisons, venoms, etc. It does not grant immunity to the Miasma or curses, or cure the effects of a disease, poison or venom that has already taken root.


Spell Name: Cure Toxin
Discipline: Life
Tier: 2
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster cures a poison or venom from the body of their target. Very strong or potent poisons/venoms may require a second cast to fully eliminate the toxin from the body. When curing a person of poison/venoms, the toxin may optionally be extracted in the form of a solid or a liquid. This provides 1 single sample per person healed. Miasma is not covered under this spell.


Spell Name: Healing
Discipline: Life
Tier: 2
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 12 HP to the target’s health. This does not reverse status effects or wounds.


Spell Name: Treat Major Wound
Discipline: Life
Tier: 2
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster is able to treat one major wound (lacerations, broken bones or concussion) of any target within range, leaving no scarring or lasting damage. This also reverses status effects caused by the wound.


Spell Name: Sedate
Discipline: Life
Tier: 2
Spell Duration: 5 Turns
Range: 15 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster selects up to three targets and causes them to fall into a magically induced coma that leaves them unable to wake up or feel pain for the duration of the spell. If the target is unwilling, they may roll a 1d20 to attempt to remain awake against the effects of the sedative. A roll of 14 or higher will avoid the effects. If a sleeping target is harmed, the sedative will immediately wear off. The only exception to this is consensual surgery/medical procedures.

Tier 3

Spell Name: Cure Disease
Discipline: Life
Tier: 3
Spell Duration: Instant
Range: Touch
Concentration: True
Ritual: False

Spell Effect:
The caster eradicates a disease afflicting the target. This does not work on Genetic Deformities or Mental Illnesses, only on infectious diseases caused by bacteria, viruses, fungi, etc. This spell does cure magical diseases. This spell does NOT cure Corrosion Sickness. When curing a person of a disease, the disease may optionally be extracted in the form of a solid or a liquid. This provides one single sample per person healed.


Spell Name: Circle of Restoration
Discipline: Life
Tier: 3
Spell Duration: 4 Turns
Range: 5 Meters, 5x5x5 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster creates a 5x5x5 area of healing that passively regenerates wounds at a rate of one tier reduced per turn, healing progressively worse wounds from the last. At most, the field can only heal up to moderate wounds. The regeneration rate per person depends on how long they have been within the circle. For example, a person who has been within the circle for three turns will be healed of moderate wounds, while a person who has only been within the circle for two turns will only be healed of mild wounds.


Spell Name: Greater Healing
Discipline: Life
Tier: 3
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 25 HP to the target’s health. This does not reverse status effects or wounds.


Spell Name: Treat Critical Wound
Discipline: Life
Tier: 3
Spell Duration: Instant
Range: 5 Meters
Concentration: False
Ritual: False

Spell Effect:
The caster is able to treat one critical wound (lost limb, nerve shock, etc.) of any target within range, leaving no physical scarring or lasting damage. This also reverses status effects caused by the wound.


Spell Name: Resurrect
Discipline: Life
Tier: 3
Spell Duration: 3 Turns
Range: 5 Meters
Concentration: True
Ritual: False

Spell Effect:
The caster targets a body which has been deceased for a period of up to two weeks. Over the duration of the spell, the body will heal any critical wounds and reconstitute itself until the soul is able to return to the body. Once alive again, a period of 1 OOC week is required for the target to fully return to their senses, allowing their mind to clear and their soul to properly meld with the body. During this period, the target may experience clouding of consciousness and reduced motor functions. They are unable to meaningfully participate in combat for this period.


Spell Name: Lift Curse
Discipline: Life
Tier: 3
Spell Duration: Instant
Range: Touch
Concentration: False
Ritual: False

Spell Effect:
The caster targets a curse bound to a consenting soul and attempts to lift it. Curses such as vallahism and lycanthropy can be reversed using this spell. More severe curses may require a ritual spell or some other task to reverse in conjunction with this spell, at a DM’s discretion.


Spell Name: Polymorph
Discipline: Life
Tier: 3
Spell Duration: Permanent
Range: Self, Touch
Concentration: True
Ritual: False

Spell Effect:
The caster uses this spell to transform their body into a different player race, size, gender, or other physical traits of their choosing. While polymorphed, the caster gains the full racial benefits of the new form. After a period of 1 OOC week, the transformation cannot be unwoven, making it generally undetectable by most means. This spell can only be cast once every 4 OOC weeks regardless of the target. Monsters and event races are barred by this spell, as well as physical attributes unusual to a race.