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Many shamans share magical abilities. Their knowledge of the arcana is deeply rooted inside their traditions and practices of the world, their people and nature. When a peculiar tribe of shamans was found traveling the Ethereal, The Archivists found interest in the healing abilities they shared with the arcane scholars. The Magic Circle that was written down in the archive of the Arcana Academia is known as Ur'Raqiel and is now a common occurrence. Most scholars of the academy that wish to perform healing resort to these teachings.

The Circle can be learned in two ways, the Mental Path and the Physical Path. While each path does not have its own set of spells, it increases the potency and strength of the spells that fall under each category. The Magician learning this Circle receives this bonus along with the first level the Circle. This causes the Circle to cost two points within Character Creation or double the cost when learning it.

All offense spells in this Circle are considered as touch attacks.

Lvl. Ur'Raqiel Required Magic Attribute
1 Healing Touch, Minor Cramps 1
2 Transfer Pain 1
3 Horrid Visions, Increased Metabolism, Numbing Shield 2
4 Minor Healing, Cramping 2
5 Regurgitate 4
6 Improved Healing 4
7 Magical Balm, Push Attribute 6
8 Channel Pain, Swift Initiative 6
9 Wave Cloud 8
10 Significant Healing, Painless Injuries 8
11 Advantageous Healing, Powerful Spasm 10
12 Master Healing 10
13* Plot-Device 10

*(Talented required)

The Spells

This Circle is perhaps one of the smallest, but one of the most effective. A Being with arcane knowledge and with the proper teaching within this Circle can mean the difference in a fight to the death.

Level 1

Healing Touch
DC: 3+
Duration: Complex Action
The caster touches his target, sending invigorating energies through the body. If the spell is successful, the target ignores 1 damage penalty from the Physical Monitor for the rest of the battle, or until she is damaged again.
Bonus (Physical): Every 2 hits above the DC ignore one additional damage to the Physical Monitor until the end of battle or until the target receives any more damage.
Bonus (Mental): Every 2 hits above the DC ignore one damage to the Mental Monitor until the end of battle or until the target receives any more damage.

Minor Cramps
DC: Against Defense
Duration: Complex Action
The caster focuses on making a particular set of muscles convulse in painful ways, making them cramp in twisted ways. This touch attack can be defended against in normal fashion. Should the defender get hit by such an attack, he will take a penalty as if having a -1 penalty through the Physical Monitor until the end of the turn.
Bonus (Physical): If the net-hits are greater or equal to the defense throw, the target takes double penalty. (e.g. the caster has 5 hits and the defense is 2, the defender takes double penalty.)
Bonus (Mental): The target is unable to properly communicate or perform intelligence-based skills for the duration.

Level 2

Transfer Pain
DC: Equal to the Mental/Physical Damage of the target
Duration: Complex Action
Maximum Channel Duration: Combat Turn
In critical situations, shamans have often sacrificed their own well-being to heal another. They link their energies with the target and leech the pain from them. The caster has to choose whether she wants to remove the physical or mental pain from the target and has to roll as many hits as the current damage of the target. If successful, the caster removes the complete Physical or Mental Monitor from the target and receives the same amount as appropriate damage.
Bonus (Physical): The caster can roll a CON roll to resist the damage that is being transferred.
Bonus (Mental): The caster can roll a WIS roll to resist the damage that is being transferred.

Level 3

Horrid Visions
DC: Against Defense
Duration: Complex Action
While used to reeducate the people of a tribe with an impure mind, this spell has found an interesting combat ability to meddle with the mind of enemies. The target receives an onslaught of visions of horrific and grotesque origin, breaking the spirit and morale. Should the spell be successful, the target has to resist (CON+other bonuses) against a DC of 3. If the resist fails, the target cannot act for one initiative turn and takes a -2 penalty on the Mental Monitor for the rest of the turn.
Bonus (Mental): After the combat turn, the target takes Mental Damage equal to the net-hits from the initial attack roll.

Increased Metabolism
DC: 3
Duration: Complex Action
The caster enriches the metabolism of the target with Mana. This allows the body of the target to heal faster than usual. On successful cast, the target heals under normal conditions, not receiving any healing penalties. In good conditions (e.g. sterile environment), the healing process is invigorated. On the natural healing throw in rest, the target receives a +2 bonus.
Bonus (Physical): For every 2 net-hits, the target immediately heals one Physical Damage.
Bonus (Mental): The duration to heal Mental Damage

Numbing Shield
DC: 2 + damage penalties of the target
Duration: Complex Action
In battle, a shaman fosters many ways to help their comrades. This spell in particular is used to help combatants to be able to soak more damage before falling. If the spell is successful, the target receives a +2 bonus on their resist damage throw for the rest of the combat turn.
Bonus (respectively): The target is invigorated with a boost in their defense. 1/4 of the resisted Damage for that turn is added to the defense against the next damage instance.

Level 4

Minor Healing
DC: Damage to be healed X 2
Duration: Complex Action
Maximum Channel Duration: Combat Turn
The caster focuses on the amount of healing she wishes to perform. She then has to channel enough Mana to be able to heal these wounds. Upon success, the healing is performed and the appropriate amount of Damage is removed. Should the cast fail, the caster will take a penalty of (DC required - DC met) for any spells of this Circle. This penalty lasts for two combat turns.
Bonus (respectively): Should the caster channel more Mana than needed, any 2 hits above are considered as heal towards the caster.

Cramping
DC: Against Defense
Duration: Complex Action
As opposed to 'Minor Cramps', this spell tears the muscle tissue affected. The target, if successfully hit by this spell, not only receives the -1 penalty, but also each 2 net-hits result in Physical Damage.
Bonus (Physical): Just like 'Minor Cramps', should the net-hits be equal or greater to the defense, the target receives double penalty, along with one additional Physical Damage. Bonus (Mental): The target is unable to properly communicate or perform intelligence-based skills for the duration. Along with this effect, the target receives two Mental Damage.

Level 5

Regurgitate (Attribute)
DC: Attribute Damage X 3
Maximum Channel Duration: 2 attempts
(Cannot be performed in combat)
A shaman uses its powers to collect toxins and poisons that affect the victim in the stomach, as well as rapidly restore the body back to normal. This spell pushes so much Mana into the target that it has to violently throw up.
This spell does not share any bonus.

Regurgitate (Combat)
DC: Against Defense + 2
Duration: Complex Action
Shamans are aware of the body and its functions and how to let the body work against the owner. One particular spell is to stimulate the stomach to violently erupt its contents. Should the victim get affected by this spell, it has to resist (CON+other bonuses) or throw up. This leaves the target unable to act for the rest of the combat turn.
Bonus (Physical): If the spell is successful, the target suffers from the effects of the spell for an additional combat turn.
Bonus (Mental): The target receives a -1 penalty for the following combat turn.

Level 6

Improved Healing
Passive
The caster chooses one spell from Level 1 to 5 that can be cast as Standard Action, rather than Complex Action. However, casting the same spell twice in one turn results in a -3 penalty for the second cast attempt. Spells with a channel duration can be channeled twice in that round, with the same penalty.

Level 7

Magical Balm
DC: 6
Duration: Complex Action
Maximum Channel Duration: 2 initiative turns
The shaman spawns an arcane balm that is applied to the wounds of the target. Upon success, the target heals initially 3 Physical Damage. After each combat turn, the target heals another 1 Physical Damage. Lasts 2 combat turns. Can be dispelled.
Bonus (Physical): The caster heals 2 Physical Damage instantly upon successful cast, should the caster target a different person than herself.

Push Attribute
DC: 4 per point
Duration: Complex Action
Maximum Channel Duration: Combat Turn
Just like the shaman can heal and harm a body, she can perform galvanizing pushes towards an attribute. This leaves the affected target with a strength that is beyond the usual measure. For the next two combat turns, the target has the respective attribute increased. Can be dispelled.
Bonus (Physical): Target heals the same amount on the Physical Monitor as the amount of push received.
Bonus (Mental): A combat skill of the target's choice is pushed for the same amount as the attribute.

Level 8

Channel Pain
DC: Equal to Mental/Physical Monitor of initial target. Against second target's Defense.
Duration: Complex Action
Maximum Channel Duration: Combat Turn
Once a shaman has learned to transfer the pain of an ally to themselves, she can channel this as a powerful attack against an enemy. In order to successfully cast this, the shaman has to extract all pain for their touch attack (initial DC), followed by the touch attack itself (second DC). This has to be done in the same Combat Turn. Initial target can be the shaman herself. The defender can resist the damage normally. Should the target be able to dodge the touch attack, the caster will keep the channeled damage and it will be added to the caster's own Damage Monitor.
Bonus (Physical): The target receiving the damage at the end receives a resist penalty of -1.
Bonus (Mental): The target receiving the damage at the end is stunned by the pain, unable to act for the rest of the Combat Turn.

Swift Initiative
DC: Half of the initiative bonus (DEX+WIS) of the target.
Duration: Complex Action
The swiftness of a target can be altered, just like the body and mind. A shaman can push the initiative of a target by 10 with a successful cast of this spell. This does not affect the turn order. Cannot be cast on themselves. This spell can only be cast once per combat turn.
Bonus (Physical): The target receives a +1 on all rolls for the rest of the Combat Turn.
Bonus (Mental): Target immediately acts after cast, breaking the current turn order.

Level 9

Wave Cloud
Passive
After some training, the shaman is capable of performing spells in small areas, as opposed to target one person at a time. Spells from Level 1 to 8 can be cast against multiple targets. For each additional target, the caster receives a -2 penalty. Cannot be used for 'Transfer Pain' and 'Channel Pain'.
Additionally, the caster may choose another spell from Level 1 to Level 5 that can be cast as a Standard Action. As with 'Improved Healing', the caster receives penalties whenever she tries to cast the same spell in the same initiative turn.
This passive does not share any bonus.

Level 10

Significant Healing
DC: Damage to be healed X 1.5 (rounded up)
Duration: Complex Action
Maximum Channel Duration: Combat Turn
This spell increases the healing potential of the shaman, improving their overall ability to remove wounds and injuries. The caster requires less Mana in order to perform the healing. Should the cast fail, the caster will take a penalty of (DC required - DC met) for any spells of this Circle. This penalty lasts for two combat turns.
Bonus (respectively): Should the caster channel more Mana than needed, any hits above are considered as heal towards the caster.

Painless Injuries
DC: 4 + Damage penalties of the target
Duration: Complex Action
This spell is a two-sided sword towards those affected. With the spell taking effect, the target does not take damage penalties for the rest of the combat turn. Should the target take damage in that time-frame, the damage is ignored until the end of the turn. At this point, the target will receive the damage, being able to normally resist the total damage as if it were a single strike.
Bonus (Physical): The person affected by the spell receives a +4 to the resist throw.
Bonus (Mental): The damage towards the target is evenly distributed onto both Damage Monitors.

Level 11

Advantageous Healing
DC: 5
Duration: Complex Action
Upon successful cast, 3 Physical and 3 Mental Damage are removed from the target's monitors.
Bonus (Physical): Target receives a boost into the initiative like 'Swift Initiative', along with the physical bonus.
Bonus (Mental): Target receives the bonus of +1 into an attribute and skill like in 'Push Attribute'.

Powerful Spasm
DC: Against Defense
Duration: Complex Action
This is a very powerful attack against the motor skills of an enemy. Should the target not be able to defend against this, the body convulses painfully. Renders the target unable to act for the rest of the Combat turn, taking 3 Physical Damage from the cramping of the muscles. For the next Combat Turn, the target receives a penalty to the initiative equal to the total hits of the spell.
Bonus (Physical): The target receives another -10 penalty on their initiative.
Bonus (Mental): The target has a -1 on all rolls on the Combat Turn with the reduced initiative.

Level 12

Master Healing
Passive
This passive allows a third spell to be cast as Standard Action, though this time it can be chosen from Level 1 to 10. Additionally, reduces the penalty from 'Improved Healing' and 'Wave Cloud' by 1, making the penalty for casting the same spell in the same initiative turn -2. Should the spell chosen by Master Healing be a spell of Level 6 or higher, the usual penalty of -3 is applied.
This passive shares no bonuses.

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