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The Turquoise Tree

Ernalda the Healer

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Ernalda the Healer

 

 

 

This section details the skills and spells common to all Ernalda the Healer subcults in our campaign. It is not yet complete; we have yet to decide whether or not to include other spells derived from Hero Wars.

Skills

 

Ceremony, Climb, Craft-Herbalism, Earth Lore, First Aid, Plant Lore, Sing, Treat Poison.

 

Spirit Magic

 

Detect Poison, Heal, Heal (Animal), Kiss and Make-up, Second Sight, Shimmer, Vigour.

 

Divine Magic

 

All Common + Command Gnome, Heal Body, Heal Relationship, Prevent Anger, Regrow Limb, Restore Health-Constitution, Restore Health-Strength,

 

Heroquests

 

Prevent Dying.

 

Associate Cults

 

Bless Grave (Ty Kora Tek), Dodge Missiles (Vinga), Great Parry (Babeester Gor), Invigorate (Voria), Nighteyes (Elmal), Restore Health-Appearance (Chalana Arroy), Restore Health-Dexterity (Chalana Arroy).

 
 
 
Subcults

 

Subcults of Ernalda the Healer currently written up. The name of the subcult serves as a link to the write-up.

 

Spells

 

Bless Grave

 Ritual Summons.

 

This ritual summons an aspect of Ty Kora Tek to escort the soul of a dead believer to Paradise; a successful ritual ensures that the soul will not return as a bad ghost. (RQ)

 

Dodge Missiles

 

Divine, 1 point, touch, temporal, non-stackable. 

1 use (Vinga).                                           

This useful spell enables its recipient to attempt a Dodge roll to avoid missile attacks. (P)

Great Parry
 
Divine, 3 points, touch, non-stackable, temporal.  
1 use (Babeestor Gor).                       

Great Parry makes an axe or shield unbreakable for the duration of the spell. This negates all damage from weapon boosting spells used against the weapon or shield (such as Bladesharp, Truesword, Damage Boosting, Crush, etc). Base weapon damage and damage bonus remains however, so it doesn't make the shield's wielder immune to very large creatures or weapons. (RQ)

Heal Relationship

Divine, 2 points, ranged, non-stackable, special.

This spell is used to make it easier for damaged relationships to be healed. All parties to be affected must be within spell range. The caster must cast the spell and then make a statement about the relationship they wish to heal (i.e. “I wish to bring Jonni and Barbi back together after their recent split” or “ To prevent Kin-strife and reconcile Braggi to his family”).

All people within range to whom the statement applies must make POW vs. POW resistance rolls (they may voluntarily accept the effects of the spell if they so wish). Those who fail will wish to discuss and resolve the issues stated by the caster, and can do so unaffected by their feelings about events connected to the relationship problem. The spell does not compel behaviour or guarantee the relationship can be healed, but does ensure that the problem can be discussed without emotions affecting judgement (i.e. Jonni will be able to forget/ignore his feelings of hurt at Barbi’s recent fling with The Marble Phalanx, and decide if he still wants to be with her, as she is genuinely sorry, and he does care for her). (J)

 

Invigorate

 

Divine, 1 point, touch, non-stackable, instant.                                                  1 use (Voria).

 

This spell restores the fatigue level of the target, up to the maximum of their STR+CON minus ENC. The target’s previous fatigue points may have been positive or negative. (RQ)

Kiss and Make Up

 Spirit, 2 points, self, instant.

This doubles the caster's chance of resolving an argument. The GM must decide on which skill is best used, Fast Talk is not the best in this case; the skill is then doubled for the single attempt to reconcile the spouse. If the attempt fails, this spell cannot be used again to reconcile for this argument. (SP)

Nighteyes

 

Divine, 1 point, touch, non-stackable, 12-hour duration. 

1 use (Elmal).                                   

This spell grants its recipient the ability to see in darkness. For 12 hours the target can see by any amount of available light. If there is a complete absence of light, they cannot see. (RQ/P)

Prevent Anger

Divine, 1 point, ranged, non-stackable, special.

All in the location (maximum equal to the size of a hall) must resist in a POW vs. POW contest, or become calm, no matter what their state of anger. Those calmed down by the spell may become angry again depending on the situation. The spell is usually used to calm a situation so that some kind of solution to it can be reached. The spell only has an effect on people who are angry; it will not calm nervous people for example (unless of course someone made them angry and then cast the spell). (P)

Prevent Dying

Divine, Heroquest, 1 point, ranged, duration one melee round.

This spell can be cast on anyone who is dying from hit point loss (not location damage, it cannot be used to prevent someone dying who has no head) i.e. their hit points are below zero. It extends the amount of time they have before they die by 10 SR. Note, this spell is not stackable, but can be recast each round on the same target to extend their life every round. (NE)