Enrichments

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Revision as of 11:39, 15 August 2025 by Pompey (talk | contribs) (Created page with "Enrichments are first echelon spells associated with the Life element. They progress into Healer spells. All Enrichments require body to body contact, so physically touching the target. '''Name:''' '''Type:''' '''Description:''' '''Name:''' Rending Touch '''Type:''' Enrichment '''Description:''' The mage's touch viscerally rends the flesh of their target. This spell must be used in conjunction with an unarmed attack, and if successful, adds an additional...")
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Enrichments are first echelon spells associated with the Life element. They progress into Healer spells.

All Enrichments require body to body contact, so physically touching the target.

Name: 
Type: 
Description: 
Name: Rending Touch
Type: Enrichment
Description: The mage's touch viscerally rends the flesh of their target. This spell must be used in conjunction with an unarmed attack, and if successful, adds an additional 2d10 damage to the attack.

Normally a 1st echelon spell should deal 1d10 damage. In this case, because the spell has a major caveat (must be used with the baseline weakest form of attack possible), that warrants giving it some additional juice. However, because it can be used in confjunction with other modifiers (say, an ability that also increases the damage of unarmed attacks), I don't want it to scale like crazy so it remains a flat 2d10.

Name: Heal
Type: Enrichment
Description: The mage restores a damaged body to wellness. They use their action to heal 1d10 hitpoints. If they fail their roll, they instead deal 1d10 damage. On a critical failure, they give their target cancer. Cancer reduces all of the character's attributes by 1 every year. The mage may voluntarily choose to fail the roll, but may not choose to critically fail it.
This spell may be cast as if from a higher echelon. If cast as a 2nd echelon spell its effects are increased to 2d10 and the cancer affects 2 points of attributes every year, and these effects increase linearly to a maximum of 7d10 hitpoints and 7 points.

This spell is intended to be the work horse of the entire magical healer archetype of characters. It is at best neutrally efficient in terms of cost (1d10 per point spent is the intended baseline), but it has the flexibility of being used to deal damage. That it has the risk of giving a character a malady the spell itself cannot heal adds some risk, while the malady itself is not actually that harmful. The target of the spell is in charge of how long a year is to them, generally speaking.