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An RPG with live battles and offline roleplaying based on a roll system set up in the world of the Fate/Stay series.
 
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 Medicine Spells

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Posts : 30
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Join date : 2017-04-10

Character sheet
Level: 99
Health:
Medicine Spells Left_bar_bleue1000000/1000000Medicine Spells Empty_bar_bleue  (1000000/1000000)
Mana:
Medicine Spells Left_bar_bleue1000000/1000000Medicine Spells Empty_bar_bleue  (1000000/1000000)

Medicine Spells Empty
PostSubject: Medicine Spells   Medicine Spells I_icon_minitimeThu May 04, 2017 12:57 am

Medicine Spells



As a practitioner of the School of Medicine you are not only skilled in healing but also supporting your allies outside of combat using the spells Below:

Level 1:

Spell Name: Light
Spell Level: 1
School: Medicine
Range: 30ft
Type: Touch
Additional Effects: N/A
Details: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

Spell Name: Mending
Spell Level: 1
School: Medicine
Range: 0ft
Type: Touch
Additional Effects: N/A
Details: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking barrel. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

Level 2:

Spell Name: Detect Magic
Spell Level: 2
School: Medicine
Range: 50ft
Type: Self-Cast
Additional Effects: N/A
Details: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Lasts for 2 rounds.

Spell Name: Feather Fall
Spell Level: 2
School: Healing
Range: 60ft
Type: Ranged
Additional Effects: N/A
Details: Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Lasts for up to 3 rounds (forum) or 1 minute.

Spell Name: Identify
Spell Level: 2
School: Healing
Range: 0ft
Type: Touch
Additional Effects: N/A
Details: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.


Level 3:

Spell Name: Locate Object
Spell Level: 3
School: Healing
Range: 0ft
Type: Self-Cast
Additional Effects: N/A
Details: Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Spell Name: Silence
Spell Level: 2
School: Healing
Range: 120ft
Type: Ranged
Additional Effects: N/A
Details: For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Level 4:

Spell Name: Dispel Magic
Spell Level: 4
School: Healing
Range: 120ft
Type: Ranged
Additional Effects: N/A
Details: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Spell Name: Remove Debuff
Spell Level: 4
School: Healing
Range: 0ft
Type: Toucg
Additional Effects: N/A
Details: At your touch, all debuffs affecting one creature or object end.

Level 5:

Spell Name: Arcane Eye
Spell Level: 5
School: Healing
Range: 30ft
Type: Ranged
Additional Effects: N/A
Details: You create an invisible, magical eye within range that hovers in the air for the duration.

You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.

As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Spell Name: Locate Creature
Spell Level: 5
School: Healing
Range: 0ft
Type: Self-Cast
Additional Effects: N/A
Details: Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close--within 30 feet--at least once. If the creature you described or named is in a different form, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Level 6:

Spell Name: Telepathic Bond
Spell Level: 6
School: Healing
Range: 30ft
Type: Ranged
Additional Effects: N/A
Details: You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. The communication is possible over any distance, though it can't extend to other planes of existence.

Spell Name: Legend Lore
Spell Level: 6
School: Healing
Range: 0ft
Type: Self-Cast
Additional Effects: N/A
Details: Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

Level 7:

Spell Name: Instant Summons
Spell Level: 7
School: Healing
Range: 0ft
Type: Touch
Additional Effects: N/A
Details: You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.
If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.

Level 8:

TBD

Level 9:

Spell Name: Glibness
Spell Level: 9
School: Healing
Range: 0ft
Type: Self-Cast
Additional Effects:
Details: Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Level 10:

TBD
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