Restomancy Spell in Arc Sagas | World Anvil

Restomancy

Restomancy is the school of magic concerned with healing the physical body and undoing harm. The House of Resto contains the most methods for preserving the mind and body. Restomancy is represented by a broken vessel- 3 stars make the broken pieces, while 5 stars comprise the lid and base of the pot. Green or Aqua- Green and White colored garb are favored by Restomancers, as the energies of Restomancy spells often are surrounded in vibrant green. As proficient Healers, Restomancers practice medicine, enhancing their curative abilities, and understanding the mysteries of mortality. Restomancy cures physical and mental afflictions, restores Statistics and rejects false spirits or energies. Drawing upon raw forces of Life, Restomancy spells can also affect people's luck, protect and preserve Life, or as it is most miraculously well- known, bring mortals back from the dead. Life & Death is the Source of the Restomancy House of Magic; those who underestimate a Restomancer's affinity for those forces may live yet again to regret it.

Effect

Healing Spells:
Famously, Restomancers are known for their ability to channel Source energy into healing spells and enchantments. Whether it is divinely granted or channeled from the Source of Life & Death, this magic restores lost HP/ SP/ TP. In addition, lost limbs can be regenerated.
Shields & Barriers:
Source of Life & Death can be made into a shield to protect from harm. These spells can be used personally or projected to protect others. A Barrier creates a wondrous wall of Light and Life, preventing anyone but the chosen from phasing through. Small shells and fortifications provide excellent protection.
Luck of Living
Restomancers are able to affect the fortunes of those around. Life, full of potential, can be directed towards the flow of misfortune, Death. The connectedness of Life & Death are related to luckiness and unluckiness. Spells that affect one's Grace and presence are also the domain of the House of Restomancy.
Restore Conditions:
The Restomancer learns spells for aiding the sick, healing the injured, and removes adverse conditions. These spells can restore physical and mental states to normal. Certain Restomancy spells can even reattach limbs, heal blindness or deafness, or remove a debilitating poison or disease.
Divinations The special art of the House of Resto is specialized Divinations which provide important information about a subject's health and well- being. Typically read through a loop or pendulum, these spells provide the Caster with data, such as HP totals, strengths and weaknesses, or current conditions of a subject. Divinations tapped to the Source of Life & Death may also provide insights into the future.
Chakra Magic:
Restomancers are known for a special discipline involving several focal nexus of energy and the lattices that extend throughout the mind, body, and spirit. By harnessing these energies, they can produce positive and negative effects.
Revive Life
The most famous form of Restomancy is the ability to bring the deceased back to Life. This is the most difficult form of the House of Resto, as it takes many years for Casters to develop the mental fortitude to wrestle with the Source of Fate. These castings are brutal affairs on the Caster and the subject. In many cases, they may still fail for many reasons, such as divine intervention, the spirit or soul of the deceased has been destroyed, or the deceased can no longer return or be called through this magic. There are many reasons why a Revival spell can go awry.
Life & Death Source
The energies of Life & Death culminate to what many Casters collectively refer to as the "Source of Fate". The origin of the Source of Fate is within the transient Realms of Light & Shadow. Scholars have noted the healing Light and scattering Dark when Casters use these spells within the subtext of the House of Resto. The Realms of Light & Shadow are energetic domains; as such, these energies manifest within the Source of Fate.


Side/Secondary Effects

Restorative Magic:
These spells are typically low cost when it comes to resources. The Source of Life & Death is an abundant energy, able to provide care over long periods of times.
Containment Spells:
A powerful form of Barrier magic, these spells are able to create wondrous walls of Light. Infused with Resto's Source, these fields can form various shapes for the Caster. Binding spells tend to form chains and helix bonds.
Magic Circles:
Another form of a Barrier spell, these Magical Circles, whether drawn on a person or object, or drawn in a wide circle on a surface, these powerful sigils are able to ward against specific forms of attacks, types of enemies, or specific alignments. More powerful Magical Circles bind and restrain, having their effects turned in towards the circle.
Break Afflictions:
Of the Houses of Magic, Restomancy is the most proficient at dealing with supernatural curses and afflictions by Evil entities. Powerful magic is necessary to unbind the malignant forces of a curse spell. Restomancers are also able to remove evil spirits possessing an individual through forms of exorcism.
Chakra Magic: Chakra Magic is able to harden the spirit against many forms of physical and spiritual attack, as well as project chakra energy to attack and defend. By tapping into a subjects chakras, the Restomancer can impart several forms of conditions. Trained individuals learn how to project their energy in the form of elements as well, drawing upon those Sources.
Light and Shadow
Similarly to the House of Aura, Resto spells induce effects based off ambient light and concealment; they also share the same Source (Light/ Dark). These spells differ in that they can be channeled with direct energy from the Realms of Light and Shadows. Casters must beware when channeling these energies without proper training, as they can fill the Caster and do harm. Radiant energy is known for how it radiates an individual whereas the darkness of the Shadow Realm shrivels the Soul.
Revival Conditions
Many conditions can prevent a successful Revival, therefore, the Caster must beware when Casting these spells. Often, if the subject can't be the target of the spell (such as, they've perished outside the specified time frame within the context of the spell), then the spell may draw the wrong spirit to the host. Possessions occur often and if a Restomancer doesn't prepare accordingly, they may have to perform an exorcism.
Realms of Light & Shadow:
The damage forms of Light and Darkness is the Radiant and Shadow properties of their type. Radiant heals the lving and harms the Undead while Shadow performs the adverse. Radiant energy also deals more damage to certain types of inter-planar entities. Infusing a subject with too much Radiant energy can have harmful effects, which is why most spells that use Radiant energy in the description will spread the effects of HP gain. However, if a subject's HP total exceeds their maximum by double, they may become progressively, fatally sick as described by the spell. Shadow damage also excels at dealing damage to certain entities, as well as spreading that damage over multiple subjects for longer durations.

Manifestation


The energies of the Source of Fate are varying shades of vibrant blue- green, appearing light or dark. These visibile energies appear when a Caster uses a spell from the House of Resto. Typically, the gestures for healing magic require the Caster to touch the subject, but otherwise, their magic is a specialized form of channeling. Spells have physical effects, knitting bones and stitching wounds.

Source


Source (Life)/ Source (Death)/ Source (Light)/ Source (Dark)

Material Components
Divination: Pendulum or Loop.
Chakra Wheel: Incense, Diagrams.
Curatives: Salves, Herbals, Tinctures, Bandages.
Medical Tools Surgical Kit.
Gestures & Ritual
Somatic: Simple. Lay on Hands.
Verbal: Complex. Invocations.
Related School
Restomancy
Related Element
Life/ Death/ Light/ Dark
Applied Restriction
Casters of Restomancy spells must beware the dangers of channeling Radiant energy. Overloading may occur during spell failure, regardless of HP totals. Not all spells use Radiant energy. Revival spells must be observed cautiously and carry restrictive conditions.

Comments

Please Login in order to comment!