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Adrenaline Armor

The adrenaline spell, cast by an ordinary person, can help them fight off a fever. A mage, however, has an order of magnitude higher soul flow to pour into the spell: most journeyman mages have full range of motion with a severed tendon if they're devoting their full magic to casting adrenaline. Due to the nature of this, it's not even the stereotypical 'fight through pain now, pay for it later': so long as they can maintain focus on the spell, they're actually being healed. Essentially, unless one actually kills a mage, it can be almost guaranteed that they'll get up from the attack- the will to live is quite a strong motivator, and they definitely have the means. This phenomenon is nicknamed 'adrenaline armor'.   There's a downside to this: energy spent casting adrenaline is energy not being spent casting actual spells. The more wounds a mage has to compensate for, the less magic they can use- and that's assuming they even have the mental discipline to cast two spells at once (most experienced mages are capable of this, but it's not something expected from an apprentice).   There also comes a point where the mage can no longer maintain focus to continue casting adrenaline, typically occurring when their actual mundane adrenaline runs out (dampening their focus). Collapsing from wounds post-battle is consequently even more of a danger for a mage than it is in real life (where it's already extremely common). Only the truly disciplined can fight through this- it is said that the archmage admission test once involved impaling oneself and maintaining adrenaline until the wound healed.   There are stories of bisected archmages getting up and fighting- this is actually more plausible than it may seem, as an archmage could likely replicate ghoul-levels of self-repair by dramatically overloading their adrenaline casts.   Berserkers are a type of combat mage that focus almost exclusively on practicing adrenaline casting, allowing them to fight through practically any wounds.

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