The Turquoise Tree

Bevara the Medic

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Bevara

 

 

 

This section lists the spells and skills of the Bevara subcult of Ernalda the Healer.

Bevara is a minor healing goddess commonly called "Stretcher and Sticker". Some clans claim that she was a hero of the Silver Age; others know her as a younger sister of Vinga. During the Darkness she was important in the Dragon Pass area. She once carried the hero Heort out of danger. Her speciality is in attending to the types of wounds caused by combat or other types of violence and being able to do so even when distracted by death and violence. Worshippers of Bevara have no restrictions on using or carrying weapons, and often function as "combat medics" for war bands.
 

 

Cult Membership

 

 

All would-be initiates of Bevara must undergo a two-year apprenticeship under the guidance of either an acolyte or a priestess. During this time they receive combat training from their local Vingan temple and training in the specialised arts of Bevara from their mentor. At the end of apprenticeship the trainee will be initiated as a Nurse of the Goddess. The apprenticeship trains the character to 50% in First Aid, 40% in Dodge, adds 10% to their primary combat skill and teaches them the spirit magic spells of Minor Comfort, Strength of Bevara and Heal 3.

First Aid attempts on combat wounds by Bevara initiates always heal an additional point of damage if successful. Initiates can cast spirit magic healing spells at a range up to 10metres. They must take the geas to " never voluntarily abandon a patient ".

 Apprentices sacrifice 1 POW at initiation and are normally expected to sacrifice immediately for Heal Wound. The new initiate then serves their mentor for a further three years before their training is considered complete    (treat as three years of civilised initiate healer occupation).

Initiates receive free training in Dodge and combat training at half-price from Vingan temples. Initiates may also train in Treat Disease from either Xiola Umbar or Chalana Arroy temples but must pay twice the normal training costs.

 
 

Skills

 

Standard Ernalda the Healer + Bevara Lore. Dodge, Hide, Run, Scan, Sneak, Weapon Attack, Weapon Parry.

 

Spirit Magic

 

Standard Ernalda the Healer + Befuddle, Endurance, Heal (Deer), Minor Comfort, Obscure, Strength of Bevara, Vigour.

 

 

Divine Magic

 

Standard Ernalda the Healer + Avoid Harm, Comfort Song, Ear-splitting Shriek, Heal Self, Safe Patient, Stop Dying, Survive Battle.

 

Heroquests

 

Standard Ernalda the Healer + Combat Healing, Dodge All Attacks.

 

Associate Cults (Heroquests)

 

Standard Ernalda the Healer + Last Ditch Effort (Vinga).

 

Associate Cults

 

Standard Ernalda the Healer + Dodge Missiles (Vinga), Ease Labour Pains (Eninta), Invigorate (Voria), Shield (Orlanth), Shield Non-Combatant (Vinga), Shout of Command (Vinga), Solace (Xiola Umbar).

Vinga permits followers of Bevara to learn the following special spirit magic spells at her temples. Borrow Harm, Droop, Mobility, Read Foe, Reflexes, Soul Sister.

 
 
 

Spells

 

Avoid Harm

 

Divine, 2 points, self, temporal.


Once cast the caster will be bequeathed with a remarkable ability to avoid harm in the middle of a battle. All Parry skills and the Dodge skill are doubled, and any missile weapons are at half chance to strike the caster. This spell lasts until the duration passes or the caster attempts to take any offensive actions, including casting attack spells. (NE)

 

Borrow Harm

 

Spirit, 1 point, ranged, instant                                                                        

Cast on an attacker attempting a melee attack of any kind, but especially useful in unarmed combat. If the opponent's attack is successful, the damage bonus from it is transferred to any one successful attack the caster makes against them that turn. The opponent may appear to throw himself or herself onto the floor, or onto the Vingan's blade. Useful against larger and stronger opponents (like men!). Armour protects normally. This may appear to be a Bat-killer, but remember the target can resist the spell. It does work well against dinosaurs. (JW)

Combat Healing

 

Divine, Heroquest, 3 points, self, non-stackable, temporal.                                               

For the duration of the spell, the user may cast Healing magic on others in addition to any other acts. These spells do not take a combat action and can be combined with other actions and spell casting. All healing spells become ranged, so the user does not need to touch the injured person in order to use healing magic. (SP/P)

 

Comfort Song

 

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

 

This spell allows the user to sing a Song of Power that keeps all who hear it from feeling pain, effectively anaesthetizing the body, while still permitting consciousness. It is often used during childbirth and after battles. Characters who would normally be incapacitated are not, though damage is unhealed. The spell requires a successful Sing roll to be effective. (RQ/J)

 

Dodge All Attacks

 

Divine, Heroquest, 4 points, non-stackable, self, temporal.              

 

The caster of this spell can make a Dodge attempt against all melee or missile attacks made on them in a round for the duration of the spell. They have their full Dodge skill against the first attack; subsequent attacks cumulatively diminish Dodge by 10% per attack. (NE/J)

 

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)

 

Droop 

 

Spirit, 1 point, ranged, duration 1 day.                                                                 

If the caster overcomes the (male) victim's magic points then he becomes - well, unable to carry on with what he was about to do. And yes, it does work on Broo. Pointing at the target and laughing, though this is not essential for the spell to work, normally accompany casting the spell. Note that no actual damage is done other than to the target's ego, and no other abilities are affected. (JW)

Ear-splitting Shriek

 

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

             

An Ear-splitting Shriek affects one target per MP expended in the casting (but can only affect those who can hear it, the spell does not make the noise carry any further than normal). A POW vs. POW roll must be made, with the casters roll applying to all targets.  (P)

Fumble: caster stunned for 2d6 SR.

Fail: No effect

Success: Target stunned for 2d6 SR

Special: Target stunned for 3d6 SR

Critical: Target stunned for 4d6 SR and deafened until healed.

 

Ease Labour Pains
 
Divine, 1 point, touch, non-stackable, temporal. 

1 use (Eninta)..                                    

                                                                                                                         Once cast, this spell will ease the pains of a woman in labour, reducing it to nothing other than minor discomfort. Only serious birth difficulties cause anything more than minor pain, and even then it is limited. Obviously this spell is often used in conjunction with Extension. (NE)

 

Evade Pursuit

 

Divine, 2 points, stackable, self, temporal.


For the duration of the spell the casters Move is increased by 3 per point of spell when trying to escape pursuing enemies (and only when pursued by enemies). The extra movement does not require the expenditure of additional fatigue points. All skills used to evade a pursuit are doubled. It can be stacked with Mobility. Based on a NE spell. (NE/J)

 

Heal Self

 

Divine, 2 points, self, instant.


What good is a medic who is injured? This spell works exactly the same as Heal Body except affects only the caster. (NE)

 

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)

Last Ditch Effort

 

Divine, Heroquest, 3 points, self, one-use, non-stackable, special.

 

If the owner of this spell reaches a point where she is technically dead, either through Hit Point loss, through a spell such as Sever Spirit or by characteristic loss then the spell will automatically fire, even if the character is unconscious. The character is restored to full Hit Points, spells such as Sever Spirit or Fang of Wachaza are countered and the character will receive 1D6 points to any characteristic brought to 0. The spell is then lost as it is one-use. The character also gains a single combat action to be used immediately. (SP)

 

Minor Comfort

Spirit, 1 point, ranged, temporal.

This spell moderately anaesthetises the patient from the pain of wounds they have received. It does not allow them to continue acting despite their wounds but instead reduces the pain to a tolerable level. It has the side effect of increasing any First Aid attempts by 10% (as it is easier to treat a patient who isn’t squirming around in pain). (Source uncertain)

Obscure

 

Spirit, variable, self, temporal.                                                         

Obscure adds 15% per point of spell to the casters Hide skill. (P)

Read Foe

 

Spirit, variable, touch, temporal.                                                                     

 

Allows the recipient to predict an opponent's attack just before it is made, thus effectively raising their Dodge skill by 5% per point of spell. (JW)

 

Reflexes 

 

Spirit, 1 point, touch, temporal.                                                                       

 

Reduces the target's DEX strike rank by 1. SR cannot go below 0. (JW)

 

Safe Patient

Divine, 1 point, touch, temporal.

When cast on an unconscious or non-fighting patient of the casters this spell provides 1 point of Shield to the patient whilst they are being treated. In addition it will cause all attackers to resist versus the casters POW +10 or be compelled to attack the caster and not the patient. (P)

 

 

Shield Non-Combatant

 

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

1 use (Vinga).                                      

 

This spell grants the caster an extra parry each round. This parry may only be used to protect a helpless individual, and in no way provides the caster with an additional parry with which to defend themselves. (P)

 

Shout of Command

 

Divine, 1 point, stackable, self, instant.                                                  

1 use (Vinga).

 

Based on the quote from the Harmastsaga. The caster may shout a short command (four words or less). The command will be heard by all targets within range no matter what they are doing and no matter what background noise there may be. Targets will obey the command if they fail a resistance roll- these targets include people on the caster’s side who are within range. Additional points of the spell may be used to extend its range of effect (doubling for each extra point). (JW/J/P)

 

Soul Sister 

 

Spirit, variable, ranged, temporal.                                                                    

 

This spell is simply the Vingan version of Mindspeech. It performs as that spell in all respects except that it can only be used to converse with women or girls. (JW)

 

Strength of Bevara

Spirit, variable, self, temporal.

When cast this spell empowers the caster to better carry a patient to safety. It provides Mobility 1, Strength 2 and Endurance 1 per point of the spell. The benefits of this spell can only be used if the recipient is carrying an injured person or being. The strength generated by the spell only counts towards what can be carried and does not actually add to the statistic, merely enabling the encumbering effect of a patient on manoeuvring and movement to be reduced. (J)

Stop Dying

 

Divine, 3 points, non-stackable, touch, temporal.

This stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken, until the damage is healed. This cannot be cast before damage is taken to make the recipient invulnerable to damage. If the recipient receives additional damage that would kill them then they will die. Based on a spell by SP. (SP/J).

 

 

Survive Battle

Divine, 2 points, self, non-stackable, temporal.                                      

Once cast the caster will be bequeathed with a remarkable ability to avoid harm in the middle of a battle. All parry skills and the dodge skill are doubled, and any missile weapons are at half chance to strike the caster. This spell lasts until the duration passes or the caster attempts to take any offensive actions, including casting attack spells. (SP)