Wednesday, 21 January 2015

The Elder Scrolls Conversion Project; Spell list: Restoration

Restoration magic focuses magicka into influencing life energies. It is most often employed as healing magic, but there are other powerful effects in the school of restoration, such as wards, turning and destroying undead etc. Restoration is a diverse and respected school of magic.
Unlike in Dungeons and Dragons, there is no way of bringing back deceased characters, death is a final state and while restoration magic is powerful, it is not powerful enough to bring the dead back to life.





Novice spells
Cantrips: Lesser vigor
1st level: Heal wounds, Lesser ward

Apprentice spells:
2nd level: Cure diseases, Heal other, Turn undead, Absorb life, Resist poison and diseases
3rd level: Infection, Sun fire, Mass healing, Greater Ward, Elemental resistance

Journeyman spells:
4th level: Fast healing, Necromantic healing, Mass necromantic healing, Greater vigor
5th level: Rejuvenation, Damage undead, Damage living, Cure magical diseases

Expert spells:
6th level: Circle of protection, Greater elemental resistance, Elemental protection, Grand healing
7th level: Circle of healing, Circle of death

Master spells:
8th level: Bane of the undead, Greater life absorbption
9th level: Guardian Circle




Cantrips:

- Lesser Vigor
Casting time: 1 minute
Range: Touch
Duration: 10 minutes

You can fill a creature you touch with temporary vigor, granting 1d4 temporary hitpoints for the duration.
The temporary hitpoints granted by the spell increase by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4)

1st level spells:

- Heal wounds
Casting time: 1 action
Range: Self
Duration: Instantaneous

You regain 1d8+ Willpower modifier hitpoints. You can only heal yourself with this spells. If you are undead, you are unaffected.
At higher levels: When you cast this spell at a higher spell level, the healing done increases by 1d8 for each level above the 1st.

- Lesser ward
Casting time: 1 bonus action or reaction. You can take the reaction when you are hit by the attack. The bonuses apply against this attack as well.
Range: Self
Duration: Concentration up to 1 minute

You can create a protective shield that protects you from attacks and magic. This shield can only protect you from one direction, and if creatures are flanking you, the bonuses only apply to one of them. The shield grants +2 bonus to AC and saving throws against spells that have a physical projectile.

2nd level spells:

- Cure Disease
Casting time: 1 action
Range: Touch
Duration: Instantaneous


You can touch a creature and cure all non-magical diseases and maladies affecting it. You can also remove the Poisoned condition with the same use of spell.

- Heal other
Casting time: 1 action
Range: Touch
Duration: Instantaneous

You can restore 1d8+ Willpower modifier hitpoints to a creature you touch. You can only heal other creatures with this spells. This spell does not affect undead.
At higher levels: When you cast this spell at a higher spell level, the healing done increases by 1d8 for each level above the 2nd.

- Turn undead
Casting time: 1 action
Range: 30 ft.
Duration: 1 minute

You can scare undead away from you, by manipulating the life energies. Roll 8d8; the total is how many hit points of undead you can affect. Undead within 30 feet of you in ascending order of their current hitpoints will be turned for 1 minute. During this time they can only use the dash action to get away from you.
Start from the lowest hitpoint undead in the area, and then substract its hitpoints from the maximum before you progress to the next. The undead must have equal or lower amounts of hitpoints to be affected.
Some intelligent undead, like Liches, Dragonpriests and Vampires are immune to this magic.
At higher levels: When you cast this spell at a higher spell level, roll and addition 2d8 for each level above the 2nd.

- Absorb life
Casting time: 1 action
Range: 30 ft.
Duration: Instantaneous

While restoration magic is traditionally about healing and protection, there are spells that have offensive uses. With this spell, you can siphon away the targets life. Choose a target within range. This target must make an Endurance saving throw, or take 3d6 necrotic damage or half as much on a successful save. You regain hitpoints equal amount to the damage taken.
At higher levels: When you cast this spell at a higher spell level, the damage increases by 1d6 for each level above the 2nd.

- Resist poison and diseases
Casting time: 1 action
Range: 30 ft.
Duration: 1 hour

Choose up to 6 creatures within range. They gain advantage on Endurance saves against all non-magical diseases and poisons, and they will be resistant to poison damage for the duration.


3rd level spells


- Infection
Casting time: 1 action
Range: Touch
Duration: Instantaneous

You can touch a creature and you can infect it with a non magical disease of your choice. You can only choose diseases you have encountered in your life and healed. The target must make an Endurance saving throw. On a failed save it gains the poisoned condition for 1 minute, and is infected by the disease. On a successful saving throw, it only gains the poisoned condition for 1 minute.
Diseases last until cured. 

Diseases:
Astral vapors: Magicka no longer regenerate naturally at long rests
Black heart blight: -2 Strength and Endurance
Rockjoint: Add only half of your proficiency bonus to weapon attack rolls
Wither: You only regain half as much health at short and long rest, you would normally
Brainrot: -2 Intelligence and Willpower
Witbane: Roll all intelligence checks with a disadvantage.

- Sun fire
Casting time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 minute

You start to eminate bright light from your body. The area around you is illuminated with bright light within range, and another 15 feet is illuminated with dim light. The light damages and blinds undead, while it does not hurt the living.
All undead within range must make an Endurance saving throw or take 3d6 radiant damage, and be blinded. On a successful saving throw they take half as much damage and are not blinded, but get disadvantage on attack rolls and perception rolls that rely on sight.

- Mass healing
Casting time: 1 action
Range: 30 ft.
Duration: Instantaneous

You heal every creature within range, except undead. All creatures within range (including you) regain 2d6 hitpoints
At higher levels: When you cast this spell at a higher spell level, the healing done increases by 1d6 for each level above the 3nd.


- Greater ward
Casting time: 1 bonus action or reaction. You can take the reaction when you are hit by the attack. The bonuses apply against this attack as well.
Range: Self
Duration: Concentration up to 1 minute

You can create a protective shield that protects you from attacks and magic. This shield can only protect you from one direction, and if creatures are flanking you, the bonuses only apply to one of them. The shield grants +4 bonus to AC and saving throws against spells that have a physical projectile.
You also gain 2d8 temporary hipoints for the duration of the spell.

- Elemental resistance
Casting time: 1 action
Range: 30 ft.
Duration: Concentration, up to 1 hour

Choose up to 6 creatures within range. They will gain resistance to an elemental damage of your choice (Fire, Ice and Lightning) for the duration. All creatures affected will gain the same resistance.


4th level spells

- Fast healing
Casting time: 1 action
Range: 30 ft.
Duration: 1 minute

Choose a creature within range. That creature regains 4 hitpoints at the end of its turns for the duration if it has at least 1 hitpoint. Undead are unaffected by this spell.

- Necromantic healing
Casting time: 1 action
Range: 30 ft.
Duration: Instantaneous

You can now restore health to undead beings. Choose an undead creature within range. It regains 3d8 hitpoints. Living targets are not healed but must make an Endurance saving throw or gain the poisoned condition for 1 hour.
At higher levels: When you cast this spell at a higher spell level, the healing done increases by 1d8 for each level above the 4th.

- Mass necromantic healing
Casting time: 1 action
Range: 30 ft.
Duration: Instantaneous

All undead within range regain  2d6 hitpoints. Living beings near you must make an Endurance saving throw or gain the poisoned condition for 1 minute.
At higher levels: When you cast this spell at a higher spell level, the healing done increases by 1d6 for each level above the 4th.

- Greater vigor
Casting time: 1 action
Range: 30 ft.
Duration: 1 hour

You can select up to 6 creatures within range, and fill them with vitality. The spell removes 1 level of exhaustion, adds 3d6 temporary hit points for the duration. Additionally each affected creature gains a bonus dice of 1d6. It can add this bonus dice to any ability check or attack roll during the duration. If this vigor dice is not used until the spell ends it is lost. 


5th level spells

- Rejuvenation
Casting time: 1 action
Range: Touch
Duration: Instantaneous

You can mend broken bones, heal deep cuts and even re-attach severed limbs. A creature you touch regains 3d10 hitpoints, and regains 2 levels of exhaustion. Any deep bleeding cut is healed, and severed limbs are reattached if they are pushed where they belong, and they were cut off within 1 hour.

- Damage undead
Casting time: 1 action
Range: 60 ft.
Duration: Instantaneous

You can directly damage undead beings by manipulating the life energies lingering within them. A ray of bright light shoots from your hands. Make a ranged spell attack against an undead creature. Living targets are unaffected. On a hit, the target takes 6d8 radiant damage, and is blinded for 1 minute. On a miss, it takes half as much and is not blinded.

- Damage living
Casting time: 1 action
Range: 60 ft.
Duration: Instantaneous

You can directly damage living beings by manipulating their life force. A ray of dark red light shoots from your hands. Make a ranged spell attack against a living creature. Undead targets are unaffected. On a hit, the target takes 6d8 necrotic damage, and is poisoned  for 1 minute. On a miss, it takes half as much and is not poisoned.

- Cure magical diseases
Casting time: 1 action
Range: Touch
Duration: Instantaneous

You can touch a creature and cure all magical diseases and poisons affecting it. 

6th level spells

- Circle of protection
Casting time: 1 action
Range: self
Duration: 10 minutes

You can create a 45 feet magical circle of protection around your current location. Undead entering the area must make a Willpower saving throw or be turned for the duration of the spell. On a successful saving throw they can enter the circle, but their speed is halved while they are inside. If an undead creature ends its turn within the circle it must make a saving throw again. On a failed saving throw it must use its reaction to flee. If you move, the circle doesn't follow and it stays where you created it. Some intelligent undead, like Liches, Dragonpriests and Vampires are immune to this magic.

- Greater elemental resistance
Casting time: 1 action
Range: 30 ft.
Duration: 12 hours

Choose up to 6 creatures within range. They will gain resistance to an elemental damage of your choice (Fire, Ice and Lightning) for the duration. All creatures affected will gain the same resistance.

- Elemental protection
Casting time: 1 action
Range: Touch
Duration: 1 hour

You touch a willing creature. It gains immunity to an elemental damage type of your choice (Fire, Ice and Lightning) for the duration of the spell.

- Grand healing
Casting time: 1 action
Range: Self
Duration: Instantaneous

You channel your healing magic into yourself. You regain 10d6 hitpoints. Any excess hitpoints that would be lost because you reached your hitpoint maximum turn into temporary hitpoints for 10 minutes.

7th level spells

- Circle of healing
Casting time: 1 action
Range: self
Duration: Concentration up to 10 minutes

You can create a 45 diameter magical circle around your current location. All living creatures regain 1 hitpoint at the end of their turn. Furthermore they become resistant to necrotic damage for the duration. If you move, the circle doesn't follow and it stays where you created it.

- Circle of death
Casting time: 1 action
Range: 45 ft.
Duration: Instantaneous

A wave of dark red energy ripples from your location. All living targets within 45 feet must make an Endurance saving throw or take 12d6 necrotic damage, or half as much on a successful saving throw.

8th level spells

- Bane of the undead
Casting time: 1 action
Range: self
Duration: Concentration up to 10 minutes

You can create a 30 foot diamater magical circle around you that deals damage to undead beings. Every undead creature entering or ending their turn in the circle must make an Endurance saving throw or take 6d6 radiant damage, or half as much on a successful saving throw.

- Greater life absorbption
Casting time: 1 action
Range: 60 ft.
Duration: Instantaneous

You can select up to 6 living creatures within range. Each has to make and Endurance saving throw or take 8d8 necrotic damage, or half as much on a successful saving throw. You regain hitpoints equal half to the total damage. Any hitpoints that would be lost because you reached your hitpoint maximum will be turned into temporary hitpoints lasting 1 hour.

9th level spells

- Guardian Circle
Casting time: 1 action
Range: self
Duration: 10 minutes

You can create a 45 feet magical circle of protection around yourself. Undead entering the area must make a Willpower saving throw or be turned for the duration of the spell. On a successful saving throw they can enter the circle, but their speed is halved while they are inside. If an undead creature ends its turn within the circle it must make a saving throw again. On a failed saving throw it must use its reaction to flee. Some intelligent undead, like Liches, Dragonpriests and Vampires are immune to this magic.
Additionally, all undead take 8d6 radiant damage when they enter the circle, and when they end their turn in the circle.
All living creatures within the circle regain 1d6 hitpoints at the end of their turn, and they become resistant to necrotic damage during the duration.
If you move, the circle follows you for the duration of the spell.

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