The Magic of the Leutha`Kynsaer
Leutha`Kynsaer Spell Descriptions
Level One
- Anaesthesia (Local)
Range: Touch
Duration: 15 melees per level of the Healer
L.E.P.: 4
Saving Throw: None
Description: This ability deadens an area 6 by 6 by 6 inches to allow surgical procedures to be performed with no pain.
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- Cure Light Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 4
Saving Throw: None
Description: When laying your hand upon a living creature, you channel positive energy that cures 1D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damage.
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- Death Trance
Range: Self only.
Duration: 10 melee rounds (two and a half minutes) per level of experience.
L.E.P: 4
Saving Throw: None
Description: A magically induced trance which makes the spell caster appear to be dead. There is no breathing, pulse, heartbeat, or any other signs of life. While in the trance, the mage is quite helpless, unable to speak, move or invoke magic. Only minor physical sensations felt by the character are recognizable, like being jostled, carried or hearing voices, but no specific identification or memories are possible. The magic can be canceled at will at any time.
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- Delay Poison
Range: Touch
Duration: 1 hour/level
L.E.P: 4
Saving Throw: None
Description: The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.
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- Destroy Dead Flesh
Range: 10 Feet (3 meters)
Duration: Permanent (see below)
L.E.P: 1-6 (1/100 lbs.
Saving Throw: None
Description: Utterly destroys the dead flesh of one carcass or corpse, up to 600 lbs. in weight. The Flesh smoulders for several minutes (taking one minute per 100 lbs.) crumbling into a black ashen residue which then evaporates. Does 1D4 damage per level on Undead creatures but otherwise has no effect.
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- Diagnosis
Range: Touch or 3 feet
Duration: Immediate
L.E.P.: 4
Saving Throw: None
Description: This ability allows the Healer to Accurately diagnosis pain, injuries and possessions. It leaves the Healer with the accurate knowledge to properly treat a patient's injuries, infections etc. This is needed to accurately perform Psychic Surgery.
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- Disinfect
Range: Touch or 2 foot area
Duration: Instant
L.E.P: 6
Saving Throw: None
Description: This Ability will disinfect and remove any dirt and any harmful organisms that may cause infection or disease from a article or a surface area to be used for healing purposes. The healer can disinfect 3 articles or one 2 foot area for every 6 L.E.P. points used to power the ability.
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- Healing Touch
Range: Touch
Duration: Instant
L.E.P.: 8
Saving Throw: None
Description: This ability is like the Clerical ability to lay on hands but the strength comes from inside the Healer. The touch heals 2D6+2 points per touch. The Healer can heal themselves.
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- Meditation Trance
Range: Self
Duration: Varies
L.E.P: 0
Saving Throw: none
Description: This ability is automatically available to all Leutha`Kynsaer. It is a simple self-hypnotic trance which allows the Leutha`Kynsaer to completely relax. During such trances the Leutha`Kynsaer regains six L.E.P. per hour.
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- Minor Blood Stoppage
Range: Touch
Duration: Instant
L.E.P.: 5
Saving Throw: None
Description: This ability allows the healer to stop minor bleeding from wounds by sealing the damaged blood vessels in the area. This does not heal the injury but prevents any more blood loss (H.P. loss).
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- Preserve Living Flesh
Range: Touch
Duration: 1D4 weeks per level of experiance
L.E.P: 2
Saving Throw: None
Description: A spell that will keep living tissue/flesh/skin (including organs like eyes, liver, spleen, etc.) alive for weeks. The flesh can be placed in a container or left in the open air.
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- Resist Cold
Range: Self or others up to 60 feet (18.3 m) away.
Duration: 10 minutes per level of the caster.
L.E.P: 3
Saving Throw: None
Description: With this spell the caster can make himself, or one or two others, cold resistant, functioning without discomfort or ill effects up to zero degrees (-20 centigrade).
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- Resist Fire
Range: Self or others up to 60 feet (18.3 m) away.
Duration: 10 minutes per level of the caster.
L.E.P: 3
Saving Throw: None
Description: With this spell the caster can make himself, or one or two others, fire resistant. This means heat has no ill effect and fire, normal and magical, does half damage.
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- Resist Hunger
Range: Self or others up to 60 feet (18.3 m) away.
Duration: 10 minutes per level of the caster.
L.E.P: 3
Saving Throw: None
Description: With this spell the caster can make himself, or one or two others, hunger resistant, allowing the recipiant to function at full effectiveness without nourishment. It is important to point out that while this spell makes the person not feel hungry, the body is burning vital sustenance which could result in malnutrition or starvation. Character loses 3 lbs. (1.4 kg) of weight per day. Note: a character can survive without food for up to 60 days, functioning as normal by continually using resist hunger. On day 61, the character will lapse into a coma. Under this extreme condition, 60 days of food deprivation while still physically active, the character is -20% to save vs coma/death.
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- Resist Thirst
Range: Self or others up to 60 feet (18.3 m) away.
Duration: 10 minutes per level of the caster.
L.E.P: 3
Saving Throw: None
Description: With this spell the caster can make himself, or one or two others, thirst resistant, allowing the recipiant to function at full effectiveness without liquid. It is important to point out that while this spell makes the person not feel thirsty, it does not negate the long-range damage from dehydration and Character loses 2 lbs. of weight per day. Note: a character can survive without food for up to 20 days, functioning as normal by continually using resist hunger. On day 21, the character will lapse into a coma. Under this extreme condition, 20 days of water deprivation while still physically active, the character is -20% to save vs coma/death.
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- See Health
Range: 5 feet per level of experiance
Duration: Instant
L.E.P: 2
Saving Throw: None
Description: The caster can "see" the general health of one lump of flesh (e.g. a tissue sample or an entire person,animal etc.). If it is alive, he can tell how healthy it is, whether any spells, powers or psychic effects are currently causing it any pain or physical inconvenience (but can not identify the nature of the spell, psionic, or other power), and whether any major problems afflict it (e.g. tumors, infected wounds, poison etc.). If the lump of flesh is dead (e.g. a corpse or joint of meat), the caster can see how long the flesh has been dead (establishing time of death to within an hour), the level of decay, the presence of disease, whether maggots have infested it and similar. The spell also allows the caster to tell if a body or area of meat is magically animated or undead, or possessed in any way.
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- Sense Life Essence
Range: 5 feet per level of experiance
Duration: one minute
L.E.P: 2
Saving Throw: None
Description: A spell that enables the caster to sence the presence of life in an individual who might otherwise appear dead (Coma, Death Trance) or locate the living (even a worm buried in the soil) where none seem to exist. This spell can also sence the presence of a possessing entity, as well as other entites, fragmented life essences, invisible spirits and astral beings. With consentration and the expenditure of anther 2 L.E.P. the character can see these life essences either as an aura or as the energy beings/people/creatures they are.
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Level Two
- Anaesthesia (General)
Range: Touch
Duration: 15 melees per level of the Healer
L.E.P.: 8 Saving Throw: Unwilling +5 to save
Description: This ability puts the patient in a state of deep sleep to allow surgical procedures to be performed with no pain. The patient cannot be awakened until the ability has elapsed or a Awaken Ability or Spell is applied to the patient.
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- Bio-Regeneration
Range: Touch
Duration: Instant
L.E.P: 6
Saving Throw: None
Description: A bio-manipulation power that enables the caster to direct healing energies to immediately heal. The character must concentrate for one full minute while the body instantly heals itself. 3D6 H.P. and 3D6 S.D.C. points are simultaneously restored at the end of 60 seconds! There is no scarring and the bio-regeneration process can be performed every minute. S.D.C. and H.P. cannot be restored beyond the character's normal range.
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- Cure Minor Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 6
Saving Throw: None
Description: When laying your hand upon a living creature, you channel positive energy that cures 2D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damag
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- Disfigure Flesh/Skin
Range: Touch
Duration: 1D4 days per level of experiance
L.E.P: 10-50
Saving Throw: Standard
Description: The touch of the Leutha`Kynsaer over an area the size of a human head or the length of a limb (arm or leg can cause that area of flesh to become disfigured in one of the following ways(casterer's choice):
Covered in red, white, and black pimples or acne scars |
Discoloured blotches (lighter or darker than natural skin) |
Strangely lumpy or scaly |
Scarred |
Aged with heavy wrinkles (looks the equivilent to a 90 yr old human) |
Flaky patches of skin resembling scabs. |
In any case, the P.B. attribute of the victim is reduced by half. This spell is reversable and can be used to heal disfigured flesh (add 1D6 to P.B.).
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- Fuse Bones
Range: Touch
Duration: The ability to fuse bone lasts for 5 minutes per level of the caster. The fusion (e.g. sticking bones together) is permanent.
L.E.P: 4
Saving Throw: None
Description: A spell that enables the Leutha`Kynsaer to magically fuse or join bones from the dead as components to build constructs, bone sculptures/works of art, Charms/jewelry, weapons and so on. This spell will not work on living creatures other then to be used to repair a bone that has been broken into pieces.
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- Gathering of Maggots
Range: touch
Duration: 1 round /level of caster
L.E.P: 6
Saving Throw: Standard
Description: With a successful melee touch attack, the caster infests the target with maggotlike creatures that deal 1d4 points of damage each round. The target makes a new save each round to negate the damage of that round and end the effect. The infestation can be removed with a cure disease or heal spell.
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- Heal Simple Fracture
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: This discipline mends any one simple bone fracture in a patient. The effects are instant. The patient is required to rest for 15 minutes for the break to completely mend.
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- Identify Toxins/Disease
Range: Touch
Duration: Instant
L.E.P.: 5
Saving Throw: None
Description: This power grants the knowledge to the Healer of either the type of Toxin/Drug or Disease type present in a patient's body. This knowledge is needed to be able to cure the toxin or poison.
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- Inflict Light Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 6
Saving Throw: Standard
Description: When laying your hand upon a living creature, you channel negative energy that causes 1D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell heals damage to them instead of curing their wounds.
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- Lust for Life
Range: Touch
Duration: Three Rolls verses Coma Recovery
L.E.P.: 10
Saving Throw: None
Description: By the laying of hands, the psychic can instill a lust for life into someone who is in a coma and apparently dying. This adds a bonus of 6% per each level of the psychic's experience to the comatose character's recovery from coma rolls. Example: a second level caster adds 12% to the save vs coma, third level 18%, etc. The percentage bonus is subtracted from the coma percentile the character must roll above to survive, reducing the risk of a fatality.
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- Minor Organ Repair
Range: Touch
Duration: Instant
L.E.P.: 12
Saving Throw: None
Description: This ability allows the caster to repair the Minor Organs of the Eyes, Ears, Nose and Mouth. Since these are more complex areas, a Healing Touch is not sufficient to heal these areas properly. The patient is required to rest for 15 minutes for the injury to completely mend.
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- Negate Toxins
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: The caster can magically turn a poisonous substance inert, rendering it harmless. The magic can also be used to instantly negate poison in the bloodstream, preventing further damage by the foul substance. However, any damage caused by the poison before the magic is used can not be reversed.
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- Replace Flesh
Range: Touch
Duration: Permanent
L.E.P: 5
Saving Throw: None
Description: This spell allows the caster to replace or add a small amount of flesh to replace damaged or lost (through burn or cuts) areas of skin. Restores 1D4 S.D.C.
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- See Through Lifeless Eyes
Range: 5 feet or closer - Line of sight
Duration: Instant
L.E.P: 4
Saving Throw: None
Description: This spell allows the caster to look into the eyes of any dead person, animal, creature and to see reflected in their pupils the last image they saw. This is a frozen image like a photograph. The spell also allows the caster to look into the eyes of those in a coma in the same way (seeing the image that they saw as they slipped into unconsciousness), and to see the current thoughts and concerns of someone in a trance. In each case, this is done by staring into their eyes.
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- Soothing Touch
Range: Touch
Duration: 10 minutes
L.E.P: 10
Saving Throw: Standard
Description: Waves of calming energy ebb from your touch, potentially stabilizing harmful intentions toward you and your allies. The target is convinced that you and your allies pose no threat. It can’t take violent actions against you or your allies, and it can’t do anything that would otherwise harm or threaten you (though it continues to carry out orders to take actions that do not harm or threaten you). Any aggressive action or damage dealt by you or your allies to the target soothed in this way or its allies immediately ends this spell’s effects. If an affected target is under the control of a spellcaster or another creature, the controlling creature can spend a full action to remove soothing, as long as it can either touch the target or give it an order.
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- Stun Relief
Range: Touch
Duration: Instant
L.E.P: 6
Saving Throw: none
Description: Stun Relief instantly removes stun from the target allowing the target to return to normal actions without penalty.
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Level Three
- Awaken
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: This ability will automatically awaken any person or creature from a natural sleep or from the effects of a magically, drugged, healing or psionically induced slumber. The ability will also awaken anyone rendered unconscious by a physical blow etc. if the person or creature is not in a coma. (under 0 H.P.). If the person or creature is healed to above zero H.P. the ability will awaken them.
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- Cure Blindness
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: This ability enables the Healer to instantly remove any form of magically, natural or psionically induced blindness. This includes Blinding Flash, Glare and Blind etc. If the cause of the blindness is repeated and the victim fails, another Cure Blindness must be applied. This ability can used to cure himself from any blindness.
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- Cure Disease
Range: Touch or 3 feet
Duration: Instant
L.E.P.: 15
Saving Throw: None
Description: This allows the healer to remove any disease from a afflicted patient. This does not heal any debilitating affects caused to the body from the disease. The Healer must know the exact type of disease to be able to cure it. The patient is required to rest for 30 minutes for the disease to be completely eradicated.
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- Cure Moderate Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 10
Saving Throw: None
Description: When laying your hand upon a living creature, you channel positive energy that cures 3D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damage.
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- Cure Paralysis
Range: Touch
Duration: Instant
L.E.P.: 12
Saving Throw: None
Description: This power allows the caster to remove any natural paralysis from venom or poison, or magical or psionically induced paralysis from a victim's body. If it is magically induced, the Caster is allowed a Mystical Parry as in negating spells. A caster has a +2 to negate the spell.
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- Exorcism
Range: Touch or 20 foot radius
Duration: 6 months or more
L.E.P.: 15
Saving Throw: Not applicable
Description: Exorcism is a powerful magic that forces a possessing supernatural being to relinquish its control over the enslaved person, animal or object. Forced out of its host body, the evil intelligence will try to possess any other human or animal within the immediate area (30 feet line of vision). The horrid thing gets two attempts at possession. Fortunately, the exorcism incantation protects the person who was its original victim with a bonus of +12 to save vs possession and the mage conducting the exorcism gets a bonus of +6 to save vs possession. Anybody else in the area has no extra bonus and is in great peril. If the evil force fails in both of its attempts to take possession of a host body, roll percentile dice:
01-52% | The evil intelligence is instantly returned to its own dimension. |
53-00% | The being can continue to exist in our world, but must immediately flee the area and can not return for at least six months. |
Note: Ritual exorcism always has a greater chance for success but takes 20 minutes. An exorcism can be repeated by the same character on the same victim as often as needed (just be certain the sorcerer has sufficient L.E.P.).
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- Lesser Heal
Range: Touch
Duration: Instant
L.E.P.: 25
Saving Throw: None
Description: This functions as the Healing Touch, only it heals exacty 1/2 - 2 of the Subjects total H.P. and Natural S.D.C. of damage taken ( if the subject had 40 H.P. and 60 S.D.C., lesser heal would heal 18 H.P. and 28 S.D.C.).
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- Heal Minor Burns
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: This ability functions exactly as the Healing Touch, healing 2D6+2 points of burn damage. If this ability is used to heal burn damage, no scaring or penalties are applied. The Healing Touch will heal burns but will leave scaring and possible penalties from severe scaring.
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- Inflict Minor Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 12
Saving Throw: Standard
Description: When laying your hand upon a living creature, you channel negative energy that causes 2D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell heals damage to them instead of causing wounds.
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- Mass Cure Light Wounds
Range: 10 Foot radius
Duration: Instantaneous
L.E.P: 15
Saving Throw: None
Description: When casting this spell, living creatures selected by the caster within a 10 foot radius , recieve positive energy that cures 1D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damage.
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- Major Blood Stoppage
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: This ability often saves a victim from bleeding to death from major slashes or severed limbs. The ability causes the injured area to seal and stop bleeding from any blood vessels cut or severed. It will stop one injury bleeding 3 points of damage per melee or higher. The patient is required to rest for 15 minutes for the injury to completely heal.
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- Sculpt Flesh
Range: Touch
Duration: The ability to mold flesh lasts for 5 minutes per level of experiance. A temporary change of flesh on the subject lasts six hours per level of the caster or it can be made permanent.
L.E.P: 8 temporary or 60 to make permanent
Saving Throw: None, unless the magic is being used against the characters will, then a standard save would apply.
Description: This magic enables the caster to push, move, and change living or dead flesh as if he were working with clay. This magic can be used to change a person's feachers to look like a different person or to look alien, montrous or grotesque. Irt is espesially useful in creating impersonations, tormenting captives bhy disfiguring their face, and so on. Note: There is no difficulty changing a subject's features with this magic, but to make an individual look exactly like a different person requires both the skills disguise and art: sculpt. The caster can make the change permanent by expending 60 L.E.P. The spell is reversable.
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- See Aura
Range: 120 feet/line of vision
Duration: 1 melee
L.E.P.: 6
Description: Like the psionic discipline this ability allows the healer to see the aura of any living creature. This aura indicates the general alignment (good, neutral, evil), physical condition and probable nature of a creature. Unlike the psionic discipline the healer cannot read the auras of inanimate objects, nor will it tell him information such as level or presence of magic. No mind block, unseen, etc. will prevent a healer's See Aura from functioning properly. Although a psionic Alter Aura will change alignment/ probable nature information the physical condition will remain accurate unless the psionic is also a healer and knows what condition information to change. There is a 15% chance/level that the psionic will recognize an aura or type of aura he has seen before.
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- Skin Rash
Range: Touch
Duration: 1D4 days per level of experiance
L.E.P: 10
Saving Throw: None to remove, Standard to inflict.
Description: The spell caster can remove or create a rash by touch. The rash if created will cover one entire limb (face/head, hand, arm, etc) and is unsightly. It also itches or burns, and is a constant irritant and distraction. Penalties of those who are afflicted are -2 on initiative, -1 on all combat bonuses, -10% on skill performance, and reduce P.B. attribute by 20%. Makeup will not conceal the rash and only make the itch worse.
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Level Four
- Alter Flesh/Skin
Range: Touch
Duration: One day per level of experiance unless made permanent
L.E.P: 12-100
Saving Throw: None, unless the magic is being used against the characters will, then a standard save would apply.
Description: The touch of the caster can give ordinary skin a different look and texture. This spell affects the entire body, with the following results.
Spell Effect | S.D.C. Effect | P.B. Effect | SPD. Effect | L.E.P. Cost |
Paper thin and semi-transparent: light coloured and so thin that every vein can be seen under the skin | reduce by 1/3 | reduce by 1/3 | N/A | 12 |
White and soft: the skin is unusually light, almost white, with only a hint of colour. It is sensitive to light and easily sunburnt and bruised | reduce by 1/2 | reduce by 1/2 | N/A | 15 |
Firm, cold and scaly: like a snake with tight, firm scales, cool to the touch | add 3D6 | reduce by 1/2 | N/A | 12 |
Saggy, rough and scaly: like an iguana | add 3D4 | reduce by 1/3 | N/A | 12 |
Thick, rough, and wrinkled: has the look of tree bark | add 3D6 | reduce by 1/3 | reduce by 1/3 | 14 |
Thick, lumpy, and scaly: like a crocodile | add 3D6+6 | reduce by 1/2 | N/A | 16 |
Thick, tough hide: like that of a hippo or rhino | add1D4x10 | reduce by 1/2 | reduce by 1/2 | 20 |
This spell is usually cast to disfigure and hurt people, even though it can offer additional S.D.C. protection. The spell effects can be made permanent with the expenditure of 100 L.E.P. The spell is reversable.
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- Crawling Flesh
Range: Touch or 5 feet per level of exprience
Duration: One hour per level of experiance
L.E.P: 15
Saving Throw: Standard but -2 to save
Description: An impressive and errie spell that makes the skin of it's victims undulate and move as if something is percolating or crawling underneath it. The effect covers the entire body and is quite horrific, although painless.
Penalties: The Victim has a Horror Factor of 14 (scaring most people who see him), loses some sensation of touch, is incredibly distracted:
- -6 on initiative
- -25 on skill performance
- reduce all combat bonuses by half
- reduce P.B. attribute by half
Worse, those afflicted for more then 5 hours can be driven crazy by the constant crawling sensation (01-50% chance of getting a phobia; typically a fear of crawling things like worms or other squirming or burrowing insects, or snakes). The spell is reversable.
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- Cure Serious Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 15
Saving Throw: None
Description: When laying your hand upon a living creature, you channel positive energy that cures 4D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damage
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- Elongated Appendage
Range: Touch
Duration: One hour per level of experiance or 1 day per level of experiance for double the L.E.P.cost.
L.E.P: 15-30
Saving Throw: None, unless the magic is being used against the characters will, then a standard save would apply.
Description: The spell caster can make one pair of limbs (fingers, hands, arms , legs) twice as long as normal and still fucntion as normal. Likewise this spell can be used to stretch a person's neck or face. The spell is reversable.
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- Heal Living Flesh
Range: Touch
Duration: instant and Permanent
L.E.P: 10
Saving Throw: None
Description: The caster can stop bleeding, heal bruises, and cause wounds to close and heal without scarring. This spell restores 2D6 H.P.s and S.D.C. and can also be used to painlessly remove boils and pimples and cure non-magical rashes.
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- Heal Major Burns
Range: Touch
Duration: Instant
L.E.P.: 18
Saving Throw: None
Description: This ability functions as Heal Minor Burns only healing 4D6+2 points of burn damage with no scaring.
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- Inflict Moderate Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 17
Saving Throw: Standard
Description: When laying your hand upon a living creature, you channel negative energy that causes 3D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell heals damage to them instead of causing wounds.
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- Mass Cure Moderate Wounds
Range: 10 Foot radius
Duration: Instantaneous
L.E.P: 15
Saving Throw: None
Description: When casting this spell, living creatures selected by the caster within a 10 foot radius , recieve positive energy that cures 3D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damage.
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- Muscle Repair
Range: Touch
Duration: Instant
L.E.P.: 8
Saving Throw: None
Description: This allows the Healer to rejoin and mend any damaged, strained or severed muscles, tendons or sprains in a single injury. The patient is required to rest for 15 minutes for the injury to completely mend.
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- Psychic Surgery
Range: Touch
Duration: Instant
L.E.P.: 20
Saving Throw: None, +5 if Unwilling
Description: Psychic surgery is used to repair broken bones and internal injuries, the removal of foreign objects (arrowheads, etc.), or when a character has suffered so much damage that he or she has lapsed into a coma (zero or less hit points). The recovery from a coma (near death) is equal to treatment from a hospital, and 1-66% when psychic surgery is used. Note that there is absolutely no scarring from psychic surgery and minimal pain. No tools are needed, only the psychic's hands. The surgery does not heal any of the injuries, only helping to set fractures or remove organs, foreign objects, tumours or diseased areas of the body. Diagnosis must be performed to know the exact location of any removal or break etc.
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- Greater Stun Recovery
Range: Touch
Duration: Instant
L.E.P.: 10
Saving Throw: None
Description: This ability functions exactly as Stun Relief only it removes up to 5 melees of accumulated stun or higher.
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Level Five
- Breath Without Air
Range: Touch
Duration: 15 melees per Level of the Healer.
L.E.P.: 10
Saving Throw: None
Description: This power allows the Healer to instill clear breathing in a patient with a crushed throat, blocked air passage, or punctured lung etc. This does not allow a person to swim underwater.
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- Cure Critical Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 20
Saving Throw: None
Description: When laying your hand upon a living creature, you channel positive energy that cures 5D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to take half damage.
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- Cure Insanity
Range: Touch
Duration: Instant
L.E.P.: 40
Saving Throw: Standard
Description: Most types of insanity can be cured at least temporarily. Only schizophrenia, organic retardation, insanity caused by brain damage and those inflicted by magic, including curses, cannot be cured with this power. Since the insanity is beyond the subject's control, the character rolls to save vs psionic attack whether he wants to be cured or not. A successful M.E. save means no cure, but the 15 L.E.P. are expended nonetheless. Try again?
If the insane character fails to save, he is temporarily cured of that particular insanity. There is a 1-20% chance that the insanity will resurface; roll once at the end of every day or when the character faces a traumatic situation similar to the one that caused the insanity in the first place. Once it resurfaces, the insanity stays until it is cured again in some way.
Each specific insanity must be targeted and attacked individually. Thus, if a character has three phobias, the psionic must use this power three times and expend 40 L.E.P., provided the subject doesn't successfully save.
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- Heal Bone Shatters
Range: Touch
Duration: Instant
L.E.P.: 25
Saving Throw: Standard
Description: This ability will mend and repair any one shattered or crushed bone injury. The patient must rest without any movement for 30 minutes as the injuries mend and heal. Restores 3D6 hit Points and S.D.C. points.
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- Heal Living Bone
Range: Touch
Duration: Instant and permanent
L.E.P: 15
Saving Throw: None
Description: With the touch of a hand and consentration the caster can magically heal a broken bone. It will heal breaks or fractures or minor splinters but will not heal crushed or shattered bone. Restores 2D6 hit Points and S.D.C. points.
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- Inflict Serious Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 15
Saving Throw: Standard
Description: When laying your hand upon a living creature, you channel negative energy that causes 4D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell heals damage to them instead of causing wounds.
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- Major Organ Repair
Range: Touch
Duration: Instant
L.E.P.: 35
Saving Throw: Standard
Description: This miraculous ability of a healer allows him to repair and mend to full function one major organ or organ area of the body. This includes the heart, lungs, abdominal injuries etc. and other areas. The patient must rest without any movement for 60 minutes as the organ mends and heals.
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- Mass Cure Serious Wounds
Range: 10 Foot radius
Duration: Instantaneous
L.E.P: 15
Saving Throw: None
Description: When casting this spell, living creatures selected by the caster within a 10 foot radius , recieve positive energy that cures 4D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to
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- Paralysis
Range: Touch or 30 feet
Duration: 5 minutes per level of experiance.
L.E.P: 12
Saving Throw: Standard
Description: This spell renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components. Paralysis works on the body, and a character can usually resist it with a saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
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- Spoil Meat
Range: Touch
Duration: Instant
L.E.P: 10
Saving Throw: None (unless living then Standard)
Description: Affects up to 20 pounds (9 kg) of meat per level of the caster. She can affect meats, living or processed though living are allowed a save, and if failed the affected area becomes gangrous and potentially life threatening (must be treated within 24 hours or die of blood poisoning) .
Note: Eating spoiled meat results in food poisoning that inflicts 3D6 points of damage direct to Hit Points, unless the victim makes a successful save vs poison. A successful save means no damage and all penalties are reduced to half.
A failed roll to save means the character suffers the 3D6 damage to Hit Points, plus feels feverish, dizzy and nauseous (no initiative, -2 on all combat maneuvers, and reduce speed and skill performance by 25%). Symptoms and penalties linger for 1D4 days.
The magic Negate Poison spell will negate the symptoms and penalties, but not the damage inflicted. Those who are impervious to poison are not affected. Mega-Damage creatures only suffer one point of damage and -l on initiative as they feel a little light-headed. The spell is reversable.
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- Summon Tattoo
Range: Touch
Duration: 2D4 weeks per level or permanent
L.E.P: 10 temporary, 30 permanent
Saving Throw: None
Description: This spell enables the caster to instantly and painlessly create a tattoo on the skin by placing his hand over the area to be tattooed and concentrating on what the tattoo looks like for one minute. The caster must imagine what the tattoo looks like in his mind or for best result work off a drawing or image. The tattoo is non- magical and can not be used to create a magical tattoo. See the 10th level Summon Greater Tattoo to create magical tattoos. The spell is reversable.
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Level Six
- Greater Heal
Range: Touch
Duration: Instant
L.E.P.: 35
Saving Throw: None
Description: This powerful laying of the hands allows the caster to heal 3/4 - 3 of H.P. and S.D.C. damage present in a victim's body. The body heals and mends before the eyes.
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- Heal Burns Superior
Range: Touch
Duration: Instant
L.E.P.: 40
Saving Throw: None
Description: This ability functions as Heal Minor Burns only healing 6d6+4 points of burn damage and leaves no scaring from the burns.
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- Inflict Critical Wounds
Range: Touch
Duration: Instantaneous
L.E.P: 15
Saving Throw: Stnadard
Description: When laying your hand upon a living creature, you channel negative energy that causes 5D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell heals damage to them instead of causing wounds.
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- Life
Range: Touch
Duration: Instant
L.E.P: 50
Saving Throw: None
Description: This spell cures 5d8 points of damage + 1 point per caster level. Unlike other spells that heal damage, Life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than 2 times it's P.E., it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than 2 times it's P.E., the creature remains dead. Like other healing spells, Life deals damage to undead creatures rather than curing them, and cannot bring them back to life.
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- Mass Cure Critical Wounds
Range: 10 Foot radius
Duration: Instantaneous
L.E.P: 15
Saving Throw: None
Description: When casting this spell, living creatures selected by the caster within a 10 foot radius , recieve positive energy that cures 5D8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance (30%) to
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- Open Living Flesh
Range: Touch
Duration: Two minutes per level of experiance
L.E.P: 25
Saving Throw: None, unless the magic is being used against the characters will, then a standard save would apply.
Description: The caster can make flesh/skin open as if cut by a knifeand invisible hands spread it open. The caster can also cause muscle to spread apart with a touch of the finger. Note that none of this hurts unlessthe caster physically grabs, pulls, strikes or cuts a muscle, bone or internal organwith deliberate intention to inflict painand or cause injury. This spell is typically used in pain free (or reduced) surgury. The muscles resume their normal shape and the skin closes at will of the caster or at the end of the spells duration without leaving any scarring. The spell is reversable.
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- Organic Preservation
Range: Touch
Duration: 2 days per level of the Healer
L.E.P.: 40
Saving Throw: None
Description: This ability preserves a damage body, keeping it from decay, disease or spoilage. The body is kept free from mold and disease causing elements. The Healer may preserve 50 lbs. of weight per level of Ability. This ability can also be applied to any animal etc. The Ability will preserve the body for 2 days per level of the caster from decomposition and disease. It cannot be applied to a living body.
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- Repair Brain Damage
Range: Touch
Duration: Instant
L.E.P.: 40
Saving Throw: Standard
Description: This is one of the powerful of the heal Abilities. This allows the Healer to repair and mend the delicate tissues of the brain. This will restore any skill or I.Q. loss from any physical damage that had occurred. The patient must rest for one full day to recover from the wound. If the patient is in a coma, the he will fall into a normal, deep sleep after the healing touch has been performed. Diagnosis must be performed before this healing art can be administered.
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- Replenish Life Essence
Range: Touch
Duration: Instant
L.E.P.: Special
Saving Throw: Standard
Description: Through this Healing Art, the Healer can remove the cruel and debilitating effects of a Life Essence Drain. It is very taxing to a Healer. A Healer is able to replace Life Essence at a cost of 2 Life Essence Points(L.E.P) for one point of lost Physical Endurance.(P.E.) If it is a permanent loss, it costs 6 L.E.P.'s to replace one P.E. point. One hour of complete rest for each replaced P.E. Point is needed by the Healer to recuperate from this exhausting task. Victim's will feel whole and invigorated and will regain any lost bonuses and H.P.s immediately.
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- Restore Living Flesh
Range: Touch
Duration: Instant and permanent
L.E.P: 35
Saving Throw: None
Description: The caster can restore flesh ( skin and Muscle) that has been damaged from acne, fire/burns, disease, poison, injury, or torture by erasing scars and blemishes, and restoring the flesh to it's natural health and vitality. It can erase tattoos as well. The healing is done by thecaster working with his hands, rubbing and massaging the areas of the body to be restored and focusing magic energy for the disired effect. It can even repair a diseased or damaged heart, which is a muscle after all. Like wise it can close open wounds and restores up to 4D6 hitpoints and S.D.C. If the flesh is diseased by cancer or a disease that ravages the muscles or tissue, the caster can temporarily restore the afflicted flesh, but the disease will remain and slowly begin to ravage the healed flesh again. However this spell will restore the person to complete and total health for 2D4 months, plus there is a 40% chance the disease will remain in remission for an additional 4D4 monthsand a 5% chance the healing is permanent. However in most cases the disease resurfaces within 6 to 24 months. The spell can also be used to cure magical disfigurements, skin rashes, elongation, flesh scultping, and remove magically attached appendages that have been place against one's will, unless they are permanent. In all cases, the end result is health blemish free flesh/skin and muscle. Note: In the alternative this spell can be used on spoiled and/or rotted meat to make it fresh and edible.
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- Suspended Animation
Range: Touch
Duration: One day per level of the Healer
L.E.P.: 45
Saving Throw: Standard
Description: This special healing ability allows the heal to put themselves or a victim in a state of Suspended Animation. This slows down the body functions to almost non-existence, stopping all blood loss and further deterioration or loss of life. If the victim is on the verge of death, they will not die. Once the suspension is removed or elapses, all bleeding and deterioration will immediately restart.
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- Total Stun Removal
Range: Touch or 3 feet
Duration: Instant
L.E.P.: 25
Saving Throw: None
Description: This healing art restores the affected character back to full fighting or cognitive functions immediately. All affects of the stunning is gone. It removes any confusion, instability or sensory problems caused by a blow or injury.
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Level Seven
- Contingent Resurrection
Range: Touch
Duration: Contingent until expended, then instantaneous
L.E.P: 35
Saving Throw: None
Description: Contingent resurrection has a chance of returning the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up a spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), the spell is triggered and if successful he or she is restored to life and of a condition of 1 hit point, so long as even a tiny bit of dust remains for contingent resurrection to act upon. The chance of success is 75%. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to life, however, the subject loses one point of P.E. and will require additional healing to restore the character to full health. Contingent resurrection does not work on a creature that has died of old age.
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- Remove Skin
Range: Touch
Duration: Instant and Permanent
L.E.P: 30
Saving Throw: None, unless the magic is being used against the characters will, then a standard save would apply.
Description: The caster can remove a character's skin either by peeling it away in 2-4 large pieces or in one long piece. The proceedure is painless (though horrifying) and the magic enables the person or animal to live and function without his skin. This reveals all the muscle, cartilage, and goo under the skin and creates a horror factor of 17. The skinless person can function normally, but his S.D.C. is diminished by half. Note: The replace skin spell can be used to completely recover the character with perfectly healthy and scar free skin. The spell is reversable.
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- Remove Tumor
Range: Touch
Duration: Instant and Permanent
L.E.P: 35
Saving Throw: None, unless the magic is being used against the characters will, then a standard save would apply.
Description: The caster can sence and remove one tumor from anywhere in the body. ANy benifits that come from it's removal will be noticable within 24 hours.
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- Replace Limb
Range: Touch
Duration: 2D6 weeks or Permanent
L.E.P: 30 temprorary or 325 to make it permanent or the caster can permanetly sacrifice 30 instead.
Saving Throw: None
Description: This spell is similar to the Meld Living Flesh and Bone spell of 8th level in that it can replace an apendage such as a hand, arm, leg etc. In this case, the doner limb must come from the same species and no extra limbs are possible. The attached limb is instantly and completely healed without pain and fully functional. However it retains the appearance of the doner, so may have different features such as skin colour, hair colour, shape, or length. If the spell is not permanent the limb will eventually wither and rot. To keep the replacement for a longer period the spell must be recharged with the full amount of LEP by a healer. This will extend the life of the limb by another 2D6 weeks If the spell is not recharged the appendage will cease to function, die, and slowly rot and unless removed infect the recipiant with gangrene which is fatal if not treated.
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- Regeneration
Range: Touch
Duration: 3 Melee
L.E.P: 70
Saving Throw: None
Description: The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level, rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).
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- Restoration
Range: Touch
Duration: Instant/Permanent
Saving Throw: None
L.E.P.: 75
Description: This ability functions in the same parameters as the Wizard spell, but does not involve the permanent loss of one P.E. point. The Healer has full understanding of a victim's body, in how to stimulate and enhance the body's healing processes. It is not a forcing of restoring tissue etc. but more of a guiding of the body systems. Therefore the healer does not use a P.E. point of their permanent base, but of the L.E.P. power base to help power the victim's own healing processes. It is very taxing as the Healer must rest full one hour for each level of the restored being. The victim must have an intact brain for this spell to work and is restored to perfect health with no blemishes, scars, tattoos as if newborn.
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Level Eight
- Greater Restoration
Range: Touch
Duration: Instant/Permanent
Saving Throw: None
L.E.P.: 100
Description: This ability functions in the same parameters the 7th level Restoration spell but will restore that body to exactly the condition it was in before it was destroyed.
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- Meld Living Flesh & Bone
Range: Touch
Duration: 1D6 weeks or Permanent
L.E.P: 60 per each additional appendage or transplant, To make permanent, the spell caster must either use 650 LEP or permanently sacrifice 60LEP
Saving Throw: None
Description: This is a multi function spell that offers much potential to the caster.
- This spell may be used to replace lost body parts, either parts lost through accident or illness or parts deliberately removed. For example, to give a blind man another's eyes
- The spell may be used to replace damaged flesh or skin effectively returning 4D6 hitpoints to the victim without scarring.
- the spell can be used in conjunction with surgery to implant a new internal organ, including an animal organ of the approximate same size. In all cases the organ, flesh or limb being magically grafted to the subject and automatically accepted without any fear of rejection or other complication. (magically transformed to be an exact match )
- This spell can be used to transplant an entire head( with brian and everything) from one body to another(human or animal) and retain the original person's personality, mind and essence. This must be done within 20 minutes of decapitation or the subject dies - the sooner it is done the better.
- The spell may be used to add extra body parts to any living creature, from any living (or recently dead and preserved) creature. This range of strange amalgamation can include almost anything. Note: Any human, animal, or creature's body parts may be added to another, creating nasty mutant hybrids. These parts maintain their usual functions and confir them on the recipiant (eg. wolf's eyes allow better night vision, a tiger's claws would be retractable) but wiull remain pretty obvious as to what they are, inhuman. ( A claw will look like a claw etc.) This speLl does not allow for the addition of supernatural body parts or undead. The spell is reversable.
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- Resurrection
Range: Touch
Duration: Instant/Permanent
Saving Throw: None
L.E.P.: 60
Description: This awesome spell will restore life into the recently deceased. The resurrected person has all Hit Points, memories, abilities, and skills that he had at the moment of his death. Missing limbs will remain missing, but healed; this is not a regeneration process but a revitalization. This spell works only on creatures that have died in the last two months.
Success factor: Regardless of the spell caster's level of experience, the chance of success is only 60%. The spell can be attempted on the same corpse no more than three times. If still unsuccessful another magic weaver may try. Six failed attempts means the person is beyond the help of magic.
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- Sculpt Senses
Range: Touch
Duration: Instant and Permanent
L.E.P: 40
Saving Throw: None
Description: The Caster can either shut off any one sence (including the psionic 6th sence) or make any one scence hyper sensitive ( hears every sound, tastes and odors are overpowering etc) Turning the sence off has pretty obvious effects: Blind, Deaf, Mute, no feeling from touch, Can not taste, or an inability to use psionic powers (they are all still there, they just can't be found and used) All obviously impair the victim. Making a sence hyper-sensitive is not only confusing and distracting but can be painful. Hyper sences will cause a -4 to initiative, -4 to perception, and reduce combat rolls and skill performace by half. Hyper sensitive psionic abilities will mean to much sensory information, so that the data sought is lost in a blur of sensation, sight, sound, thoughts, or that the power used lashes out uncontrolably, hitting anyone nearby or accidently inflicts double damage. In addition, the use of Hyper-accentuated psionics is so disorienting that intiative and perception are completely lost and the psychic suffers 1D6 mpoints of damage every time she uses an ability.
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Level Nine
- Absorb Object
Range: Self
Duration: Indefinate
L.E.P: 50
Saving Throw: None
Description: This spell allows the caster to absorb any object into his or her own flesh, subject to constraints of size. SO a dagger may be absorbed into the caster's forearm and so forth. there is also a 12 lbs total maximum weight limit. The caster's body can saftly contain any inanimate object (even razor sharp ones) or hazerdous substances. In theory, even a living creture may be absorbed, however moving object will cause damage to the caster and explosives and animal attacks from inside the body cause triple damagedirectly to hitpoints (ignoring SDC). The caster may disgourge an absorbed object at any time which takes one full melee but casts no additional LEP.
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- Superior Heal
Range: Touch
Duration: Instant
L.E.P.: 65
Saving Throw: None
Description: This powerful laying of the hands allows the caster to heal all but 1D4 of H.P. and S.D.C. damage present in a victim's body. The body heals and mends before the eyes.
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- Remove Living Bone
Range: Touch
Duration: Indefinate
L.E.P: 60
Saving Throw: Standard but -2
Description: The spell enables the caster to pass his hands through flesh (without leaving a scar) to remove living bone. The action is not painful but can be used to debilitating effect, leaving a mass of flabby flesh and muscle for a lowe rleg or forearm. Oftem used to torture and intimidate. Note: The skull or spine can not be removed (nor can muscle, cartilage, or internal organs). The bone can be restored/replaced if it is done within 30 minutres or if the bones are magically preserved
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Level Ten
- Harm
Range: Touch
Duration: Instant
L.E.P.: 55
Saving Throw: Standard
Description: This powerful laying of the hands allows the caster to cause harm of all but 1D4 of H.P. and S.D.C. damage of a victim's body. The body is damaged before the eyes and the victim must mak a P.E. save to remain concious.
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- Living Hell - Temporary
Range: Touch
Duration: One Day
L.E.P: 80
Saving Throw: None
Description: The caster may concentrate the doubled PPE from a person at the moment of death, along with his own LEP to magically keep the head alive indefinately. This requires that most of the head and brain are undamaged. Through this spell the caster seals the open wound where the head was removed and seals the person's life essence into their head. The head remains concious, able to hear and look around and can mouth speach. It needs neither air nor food nor liquid. The spell ends after 24 hours and the peron trapped within the head dies. The target of the spell is not likely to thank the caster for saving it (damning t to this fate)and the caster should not expect favours, praise or aid for his trouble. This spell can be a useful temperary measure, eg to keep the person alive until a total replacement can be performed. Note that the head saved via permanent living hell can not be attached to a new body via meld living flesh and bone spell.
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- Summon Greater Tattoo
Range: Touch
Duration: 2D4 weeks per level
L.E.P: 50
Saving Throw: None
Description: This spell enables the caster to instantly and painlessly create a tattoo on the skin by placing his hand over the area to be tattooed and concentrating on what the tattoo looks like for one minute. The caster must imagine what the tattoo looks like in his mind or for best result work off a drawing or image. The tattoo is magical and allows the recipiant to conjure forth a physical object or animal or effect similarly to the Tattoo magics employed by the Ellemi`Tialrie. these tattoos can not be made permanent by the Leutha'Kynsaer (for a permanent Magical tattoo the tattoo masters of the Ellemi`Tialrie or Thrall must be used).
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Level Eleven
- Age
Range: Touch or 30 Feet
Duration: Three melee rounds per level of experiance
L.E.P: 50
Saving Throw: Standard
Description: This spell magically transforms the victim, humanoid or animal, to the limit of their natural age. Only supernatural beings and creatures of magic , and dragons are not effected by this spell. The aged person will suffer the following:
- -4 on initiative
- -5 to strike
- -5 to dodge/parry
- -4 to damage
- reduce PS, PP, PE, PB and Spd attributes by half
- Reduce attacks per melee and combat bonuses by half.
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- Destroy Undead Flesh
Range: 60 feet
Duration: One melee per level of experiance
L.E.P: 80
Saving Throw: Standard, each melee round
Description: This spell works exactly like Destroy dead flesh causing the carcass of up to 600 lbs in weight to smolder, crumble and evaporate. This spell however also works on undead flesh. SO the spell inflicts 1D6x10 damage per melee on the undead. The target takes Damage each melee round or until the spell ends if the spell is still active when the target "dies" all of its flesh is then destroyed the following round by the magic.
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Level Twelve
- Mass Heal
Range: 5 foot radius
Duration: Instant
L.E.P.: 80
Saving Throw: None
Description: This powerful spellny allows the caster to heal all but 1D4 of H.P. and S.D.C. damage present in any victim's body that he selects within a 5 foot radius when cast. The body heals and mends before the eyes.
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- Total Replacement
Range: Touch
Duration: 1d6 Weeks per level of experiance or permanent
L.E.P: 190
Saving Throw: None
Description: The most extreme extension of the replace flesh spell that enables the caster to replace as much of a body as she requires, up to and including giving a whole new body by transplanting the person's brain. Under this situation, the physical attributes, hit points and SDC of the new body are half those of the original, but all mental faculties, memories, PPE, ISP (if any) and personality are unchanged. The spell/flesh body may be made permanent if the caster permanently sacrifices the lep from his or her permanent LEP base. If not cast permanently the recipiant of the new flesh dies as soon as the spell duration ends. If used for healing purposes, to provide huge swathes of flesh grafts, or to regfenerate large amounts of lost muscle, for example the spell completely replentishes the target's hit points and Natural SDC and is automatically permanent without any permenant loss of LEP on the casters part. It is only when the hole body is created that the mystical construct is not permanent. FOr this purpose, the spell can generate internal organs (except for the heart and brain) and restore up to one third of the entire body. However, if 20 - 33% of the body requires magical replacement the character will permanently lose an equal amount of his hitpoints.
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Level Thirteen
- Living Hell - Permanent
Range: Touch
Duration: Indefinate
L.E.P: 180
Saving Throw: None
Description: The caster may concentrate the doubled PPE from a person at the moment of death, along with his own LEP to magically keep the head alive indefinately. This requires that most of the head and brain are undamaged. Through this spell the caster preserves the head so that it will not rot, seals the open wound where the head was removed and permanently seals the person's life essence into their head. The head remains concious, able to hear and look around and can mouth speach. It needs neither air nor food nor liquid. The spell ends only when the head is destroyed(ie it's hitpoints, equal to it's original PE plus 3d6 sdc are exhausted. The target of the spell is not likely to thank the caster for saving it (damning t to this fate)and the caster should not expect favours, praise or aid for his trouble. This spell can be a useful temperary measure, eg to keep the person alive until a total replacement can be performed. Note that the head saved via permanent living hell can not be attached to a new body via meld living flesh and bone spell.
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Level Fourteen
- Embodiment
Range: Touch
Duration: One day per level of experiance
L.E.P: 200
Saving Throw: Standard, Spell casters of any kind are +4 to save against this lethal attack.
Description: With this spell the caster climbs into the flesh of another person or creature, hiding his own body within the new shell. The caster therefore wears the body of the host, but does not gain any mental abilities, skills, memories or mannerisms. The host flesh must be the same size or larger then the caster and must be incapacitated (unconcious or in a coma) for the casting of the spell, and inevidably dies as a result of the spell being cast. The caster may shed this new skin at any time (taking one full melee, in which no other actions may be performed to rip his or her way out of this new flesh), and at the end of the spells duration, the new body falls away to reveal the caster beneath. Note:Characters of good or unprincipled alignments will not use this spell.
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- Mindsculpt
Range: Touch
Duration: Permanent
L.E.P: 250
Saving Throw: Standard
Description: This is a gruesome version of brain surgerythat allows the caster to modify the victims brain, bring around changes in personality and behaviour. The victim may make a standard saving throw to resist the effects of the spell. If the target fails to save, then the caster may make any major, crass alterations desired to the victims psyche. As examples, the caster may remove whole chuncks of the victims memopry (stretches of time no less then one week in length), remove any skills or knowledge that the person has, reduce (to 1 if desired) the victims IQ, remove emotions(like the ability to love) or mental abilities ( such as the abuility to count, reason, use psionics, etc) or implant primary desires and goals ( eg overriding loyalty to the caster). The Caster may not selectively modify elements of the person's memory or increase skill percentages or I.Q. scores but can change the victims alignment and make complex changes to the person's preferences and personality.
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Level Fifteen
- Reconstructive Restoration
Range: Touch
Duration: Permanent
L.E.P: 550
Saving Throw: None
Description: This spell allows the caster to conduct major magical surgery on any one person, with the intention of curing all magical and mundane ills. The ritual takes at least 12 hours to perform and allows the caster to surgically remove all magics which effect the person's body or mind, all illnesses or diseasses from which she is suffering, cure all insanities etc. placing the offending afflictions in jars for future inspection if so desired or required. This allows the caster to permanently cure any disease (cancer, MS, Aids, Parkinson'sDisease, etc.) and counteracts spells such as mindsculpt. It will allow the caster to selectively improve upon the subjects natural body or mind allowing an increase of a single attribute, but will not change alignments or add psionics.
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