Healing Spellburn
By making a spell check, a cleric may attempt to heal ability points spellburned by any magic-wielding living creature. The cleric must physically touch the subject and concentrate for 1 action.
The spell check is made as follows: roll 1d20 + Personality modifier + caster level.
The damage healed varies according to the result. Before rolling his spell check the cleric must declare the order in which the damaged abilities are healed. If an ability is fully healed and there still are points to spend, those points go to the next ability in the previously declared order. Repeat the process until there are no points left to assign. No ability can be healed beyond the original value.
The cleric and subject alignment and god further influence the results:
- If cleric and subject are the same alignment or have the same god, they count as “same” on the table below.
- If cleric and subject differ in alignment by one step (e.g., one is neutral and the other is lawful or chaotic), or have different but not antithetical gods, they count as “adjacent” on the table below. Such a healing action may constitute sin if not done in service of the faith.
- If cleric and subject are of opposite alignment (e.g., one is lawful and one is chaotic), or have rival gods, they count as “opposed” on the table below. Such a healing almost always counts as a sin unless it is an extraordinary event in the service of the deity.
Then have the cleric make a spell check and reference the table below.
Same Alignment | Adjacent Alignment | Opposite Alignment | |
---|---|---|---|
1 | Failure! Cleric increases his disapproval by 1. Subject suffers a Minor Corruption. Both roll next spell check at -2. | Failure! Cleric increases his disapproval by 2. Subject suffers a Major Corruption. Both roll next spell check at -3. | Failure!. Cleric increases his disapproval by 4. Subject suffers a Greater Corruption. Both roll next spell check at -4. |
2 - 11 | Failure! Both roll next spell check at -1. | Failure! Cleric increases his disapproval by 1. Subject suffers a Minor Corruption. Both roll next spell check at -2. | Failure! Cleric increases his disapproval by 2. Subject suffers a Major Corruption. Both roll next spell check at -3. |
12 - 13 | Cleric heals the subject 1d5+CL points of ability damage. | Cleric heals the subject 1d2 point of ability damage. Both roll next spell check at -1. | Failure! Cleric increases his disapproval by 1. Subject suffers a Minor Corruption. Both roll next spell check at -2. |
14 - 17 | Cleric heals the subject 1d6+CL points of ability damage. | Cleric heals the subject 1d3 points of ability damage. | Cleric heals the subject 1 point of ability damage. Both roll next spell check at -1. |
18 - 19 | Cleric heals the subject 1d7+CL points of ability damage. | Cleric heals the subject 1d4-1 points of ability damage. | Cleric heals the subject 1d2-1 points of ability damage. |
20 - 23 | Cleric heals the subject 1d2-1 points of ability damage. | Cleric heals the subject 1d4 points of ability damage. | Cleric heals the subject 1d2 points of ability damage. |
24 - 27 | Cleric heals the subject 1d10+CL points of ability damage. | Cleric heals the subject 1d5 points of ability damage. | Cleric heals the subject 1d3-1 points of ability damage. |
28 - 29 | Cleric heals the subject 1d12+CL points of ability damage. | Cleric heals the subject 1d6 points of ability damage. | Cleric heals the subject 1d3 points of ability damage. |
30 - 31 | Cleric heals the subject 1d14+CL points of ability damage. | Cleric heals the subject 1d7 points of ability damage. | Cleric heals the subject 1d4-1 points of ability damage. |
32+ | Cleric heals the subject 1d16+CL points of ability damage. | Cleric heals the subject 1d8 points of ability damage. | Cleric heals the subject 1d4 points of ability damage. |
It is strongly recommended that the judge and players use this game mechanic carefully.
Every time the Healing Spellburn succeeds, a peculiar affinity bond is created between the healer and the one healed. How this manifests itself is up to the judge and players. It is suggested to use a geas of some kind, which forces the healer, the one healed, or both, to undertake a mission for the cleric's god(s). The quest should include situations and encounters worth a number of experience points equal to at least the number of ability points healed. More experience points should be at stake if the one healed varies in alignment from the healer.
Remember that until the quest is completed, the cleric cannot cast Healing Spellburn again and the subject cannot receive this kind of healing from any other source.
Roll a d11 on the table below to determine the quest.
d11 | Result |
---|---|
1 | Sacrifice a number of worshippers of the rival god equal to the number of points healed. |
2 | Damage the cult of the rival god for 1000 sp times the number of points healed. |
3 | Convert as many new followers to the cleric’s god as the number of points healed. |
4 | Each make a donation to the cleric’s god of 100 sp times the number of points healed. |
5 | Desecrate a number of tombs of major former worshippers of the rival god equal to the number of points healed. |
6 | Publicly embarrass a major figure of the rival god on their next holy day. |
7 | A prominent follower of your god has fallen into the hands of the rival cult. The number of points healed equals the time limit in hours to rescue him. |
8 | Defile the nearest altar of the rival god. The number of points healed equals the time limit in days to complete the quest. |
9 | Find and destroy a relic of the rival god. The number of points healed equals the time limit in weeks to complete the quest. |
10 | Kill the head of the cult of the rival god in the nearest city. The number of points healed equals the time limit in months to complete the quest. |
11 | Kill the rival god! The number of points healed equals the time limit in years to complete the quest. |
Needless to say, the consequences of failing to complete the quest should be dire. By failing, the cleric’s god(s) wrath is unleashed.
Roll a d11 on the table below to determine the punishment.
d11 | Result |
---|---|
1 | Lose the number of points healed. |
2 | Minor Corruption. |
3 | Major Corruption. |
4 | Permanently lose 1 point of strength. |
5 | Permanently lose 1 point of agility. |
6 | Permanently lose 1 point of stamina. |
7 | Permanently lose 1 point of personality. |
8 | Permanently lose 1 point of intelligence. |
9 | Permanently lose 1 point of luck. |
10 | Cursed! |
11 | Roll twice on this table. Do not ignore repeats. |
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