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2008-01-29 22:26:59
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White Magic





Level 1 White Magic

Heal 1
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 25% of a character's Hit Points.
Range - Mag
Enchantment -
Weapon casts Heal 1 once per day.
Armor grants + 1 HP
Accesory Grants + 1 HP
Brews - Minor Healing Potion
Cost - 4 MP

Antidote
Description - Purging one's blood from noxious substances has been a skill humans have tried to develop since the dawn of time. The Antidote spell is the magical embodiment of that skill.
Effect - Cures poison.
Range - Mag
Enchantment -
Makes wielder/wearer immune to poison
Brews - Antidote
Cost - 2 MP

De-paralyze
Description - De-paralyze's effects can best be describes as a reboot of one's nervous system, cancelling any effects that might impair movement.
Effect - Cures paralysis
Range - Mag
Enchantment -
Grants + 3 Resistance against paralysis or stunning.
Brews - De-paralyze potion
Cost - 2 MP

Restore Sight
Description - Though healers and white mages have been trying to figure out how to cure natural blindness, though they have been unable to discover this cure, their research has led to a spell that can disipate magical or unnatural blindness.
Effect - Cures blindness
Range - Mag
Enchantment -
Weapon glows, dissipates magical darkness
Armor, wearer is + 5 against blindness.
Accesory wearer can see in the dark, +5 to darkvision
Brews -Clear Sight Potion
Cost - 2 MP

Courage
Description - The ability to infuse courage through white magic has been inherent to the white mage, but its a spell prefered by knights to fight fear before or during a battle. Courage is also a spell commanders rely on to boost the morale of their troops, a single weak link can be enough to end a strong chain.
Effect - Dissipate the effect of fear.
Range - Max
Enchantment -
+ 3 against fear.
Cost - 3 MP

Discern Lies
Description - Paladins and knight many time find they need a reliable way to determine wether a suspect is lying during an interrogation. In that case, they can call a trusty priest who will give them holy guidance in their supositions.
Effect - + 3 to discern lies and detect disguises.
Range - Max
Enchantment -
Weapon & armor, + 2 to intimidate, detect lies & detect disguises.
Accesory, + 2 to diplomacy, detect lies & detect disguises
Brews - Truth Serum
Cost - 1 MP

Magic Circle against Evil
<Limg:stuff/circle_white.jpg>Description - The ability to fend off darkness is vital to the warrior of light. An area protected from darkness created around the caster.
Effect - + 4 more magic power against black magic in a 4 square area for d6 + level turns.
Range - Self
Enchantment -
Weapon, Deals white elemental damage
Armor, Reduces black magic damage by 15%
Accesory, +2 Mag against black magic.
Cost - 4 MP

Bless
Description - By calling upon Nesha's aid, one's capabilities are increased so he might serve the power of lights better.
Effect - Raises a character stat by 25% for d4 + level turns.
Range - Max
Enchantment
Weapon, + 1 Base Str
Armor, + 1 Base Con
Accesory, + 1 Base Mag, Int, Spd or Car.
Cost - 5 MP

Revelation
Description - The power of Nesha's light will pierce even the darkest of places, allowing her adepts to see things they normally could not.
Effect - Allows the character to remotely see a place or time for d4 + level seconds. The spell has a 50% chance of failing, to view a place of time that has already been seen, one has to wait at least a week.
Range - Self
Enchantment -
Weapon - Weapon Glows, dissipates magical darkness.
Armor - + 2 to Listen and Spot and Detect Magic.
Accesory, + 1 Detect lies, Detect Disguises, General Knowledge and Night Vision
Brews - Truth Serum
Cost - 2 MP

Uncorrupt
Description - In order to rid the world of Thadre's corruption, priests have learned to uncorrupt places and creatures that have been touched by the dark lord, given that they are willing to be transformed, of course.
Effect - Purifies a particular place of person from corruption, as long as the person is willing. If the person is unwilling and black elemental, he/she takes d4 damage.
Range - Touch
Enchantment -
Weapon - Deals white elemental damage.
Armor - Resists 5 points of black elemental damage.
Accesory, + 1 Resisting Black Magic.
Cost - 1 MP

Consecrate
Description - Making an object holy is a practice that has been followed by priests since the begginings of white magic. Such objects are able to shield their contents from the power of darkness, the more powerful the priest, the more powerful the consecration
Effect - Makes a receptacle holy, meaning it can't be opened by those of dark element.
Range - Touch
Enchantment -
Weapon - Deals white elemental damage.
Armor - Resists 5 points of black elemental damage.
Accesory, + 1 Resisting Black Magic.
Cost - 2 MP

Spirit Guard
Description - The Spirit Guard calls upon the power of Nesha to shield one's soul or body against non-fisical harm, hence its relationship to one's spirit. Even though it only works once, it can give the white mage an important edge at the beggining of a battle.
Effect - The caster becomes inmune to a status ailment, after resisting one attack of such ailment, he becomes vulnerable again.
Range - Self
Enchantment -
Armor - + 1 Against poison, blindness, sleep and paralyzation.
Accesory - + 1 against silence, stun, confusion and berserk.
Cost - 2 MP




Level 2 White Magic

Heal 2
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 50% of a character's Hit Points.
Range - Mag
Enchantment -
Weapon casts Heal 2 once per day.
Armor grants + 2 HP
Accesory Grants + 2 HP
Brews - Healing Potion
Cost - 8 MP

Mass Heal 1
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 25% of the entire party's HP.
Range - Max
Enchantment -
Weapon casts Mass Heal once per day.
Armor grants + 2 HP
Accesory Grants + 2 HP
Brews - Healing Potion
Cost - 10 MP

Divine Inspiration
Description - Nesha's aid can do wonders on a warrior, receiving a wisp of divinity, the warrior that has been touched by this spell will fight like he has never done before.
Effect - Raises all of a character's stats by 2 for d4 + half of level turns.
Range - CHA
Enchantment -
Weapon Deals white element damage, grants + 1 Str
Armor grants + 1 Cha, +1 Con
Accesory Grants + 1 Mag, + 1 Dex
Brews - Holy Water
Cost - 9 MP

Divine Punishment
Description - Even though the power of Nesha is mostly benevolent and kind, the goddess does not lack the strength to punish those who have strayed into darkness. A favourite of Paladins and Knights, the divine punishment is an excellent combat spell against dark element oponents.
Effect - Inflicts 1d6 + level damage to an evil creature.
Resist - CHA, INT
Range - Max
Enchantment -
Weapon Deals an extra d6 white element damage.
Armor + 3 Def against black element attacks.
Accesory + 3 Mag against black element magic.
Brews - Holy Water
Magic Power - 6
Cost - 10 MP

Shield of Faith
Description - If one believes in Nesha enough, one's faith alone is enough to stop the attacks of the enemy. Using their magical power and their own faith, knights and Paladins add to their already powerful defenses against darkness.
Effect - Raises a character's defense by 50% for d4 + level turns.
Range - Self
Enchantment -
+ 2 Base Con, + 3 Base Con against Black Element attacks.
Cost - 6 MP

Dispel Evil
Description - The ability to fend off darkness is vital to the warrior of light. An area protected from darkness created around the caster.
Effect - Dispels black magic spells in an area.
Resist - CHA, INT
Range - 9 Squares around the caster.
Enchantment -
Weapon, Deals +d6 white elemental damage
Armor, Reduces black magic damage by 25%
Accesory, +4 Mag against black magic.
Brews - Holy Water
Magic Power - 7
Cost - 7 MP

Holnistics
Description - Retribution is one of Nesha's aspects, enforced mostly by the Armored Hand, the Nervan and Caessenian paladins. The Holnistics spell was originally intended as a minor version of the restoration spell, and has found a place in white magic as both an offensive and defensive maneuver in a single spell.
Effect - Transfers a particular status ailment from one character to another.
Resist - CON, CHA.
Range - Max
Enchantment -
Provides 5% chance of protection against all Status damage.
Brews - Minor Restoration Potion.
Magic Power - 6
Cost - 6 MP

Prayer
Description - A powerful prayer offered to a particular god will not always be answered, but the sole concept of divine retribution, boosted by the magical power of the caster, is enough to smite the enemy with fear and lift the spirits of your allies.
Effect - Dispels fear effects in any allies and inflicts fear in all enemies.
Resist - CHA
Range - Max
Enchantment -
Weapon, 10% chance of causing fear.
Armor, 25% resistance to fear.
Accesory, + 2 Charisma.
Magic Power - 7
Cost - 9 MP

Seraphic Armor
Description - The Seraphic armor is the ultimate defense agaisnt black magicians. Taking the appearance of a transparent, shining white full plate hovering around the Caster's body, this armor might not be much against a sword, but it is an impassable barrier against any black magic.
Effect - Halves black magic damage and grants + 10 to Black Magic resistance for d4 + level turns.
Range - Self
Enchantment -
Weapon, Deals +d6 white elemental damage
Armor, Reduces black magic damage by 25%
Accesory, +4 Mag against black magic.
Cost - 8 MP




Level 3 White Magic

Heal 3
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 75% of a character's Hit Points.
Range - Touch
Enchantment -
Weapon casts Heal 3 once per day.
Armor grants + 3 HP
Accesory Grants + 3 HP
Brews - Major Healing Potion
Cost - 12 MP

Mass Heal 2
Description - Healing is the primordial skill of the white mage. Actually a sort of temporal magic, a healing spell will greatly increase the rate of tissue regeneration. More powerful and altered healing spells might actually allow someone to regenerate entire organs.
Effect - Restores 50% of the entire party's Hit Points.
Range - Max
Enchantment -
Weapon casts Mass Heal 2 once per day.
Armor grants + 3 HP
Accesory Grants + 3 HP
Brews - Major Healing Potion
Cost - 15 MP

Restore
Description - To restore one's body to an untainted state, one of the most useful aspects of white magic. Just like healing, restoration is a sort of regenerative ability, the acceleration of the time of healing to an instant. The most powerful healers have converted this into a universal spell for all ailments, a true panacea.
Effect - Restores any status damage done to a character.
Range - Mag
Enchantment -
Provides 5% chance of protection against all Status damage
Brews - Restoration Potion
Cost - 14 MP

Holy Word
Description - The word of Nesha is so powerful it burns into the darkest places of the world as a flaming arrow. With a single word, the greatest Paladins can use their faith to fend off the armies of evil.
Effect - Inflicts d20 + level damage to every evil creature who hears the holy word.
Resist - CHA, INT, CON
Range - Max
Enchantment -
Weapon, Deals +D8 white element damage.
Armor + 5 Def against black element attacks.
Accesory + 5 Mag against black element magic.
Magic Power - 13
Brews - Holy Water
Cost - 15 MP

Retribution
Description - The greater version of holnistics, Retribution works as both a healing and an offenvise spell at once. An opponent can be easily surprised when the wounds he inflicted on his enemy suddenly open in his flesh.
Effect - Transfers d4 + level damage from one character to another.
Resist - CON, CHA
Range - Max
Enchantment -
Weapon, Deals d4 damage to enemy when an attack is blocked.
Armor, returns 20% of all damage done to character
Accesory, returns 20% of all damage done to character
Magic Power - 12
Cost - 15 MP

Penitence
Description - A person's sins will always weight heavily on his shoulders. Hence, Nesha determines they should feel the same pain which they inflict. Penitence is one of the favourite spells of Paladins, extremely useful for restraining criminals and the sort, since it will harm them if they choose to harm someone else.
Effect - The target takes one point of damage for every 2 points he deals. Lasts d6 + third of level turns.
Resist - INT, CHA
Range - Max
Enchantment -
Weapon, Deals d4 damage to enemy when an attack is blocked.
Armor, returns 20% of all damage done to character
Accesory, returns 20% of all damage done to character
Magic Power - 11
Cost - 13 MP




Level 4 White Magic

Heal 4
Description - The penultimate embodiment of the healing spell is able to entirely regenerate the wounds in a human body, bringing it a status of utmost health.
Effect - Restores 100% of a character's Hit Points-
Range - Touch
Enchantment -
Weapon casts Heal 4 once per day.
Armor grants + 4 HP
Accesory Grants + 4 HP
Brews - Panacea
Cost - 15 MP

Resurrection
Description - The Priest of Nesha seeks not to defeat death, for death is a natural part of life that must come to all in time, the returning of the souls of man to Nesha, to live in her bossom for eternity. However, when life is wrestled from someone by evil, when someone is taken by circumstance prior to his death, the priest of Nesha reveals his ultimate weapon, and returns the person to life until real death claims him.
Effect - Resurrects a dead character, in order of a character to be resurrected, the soul of the character must be willing to return to its body, the body must be in good enough condition to house the soul and no more than 12 hours must've passed since the character's death.
Range - Touch
Enchantment -
If the wearer dies in battle, there is a 15% chance he will be immediately resurrected.
Brews - Panacea
Cost - 20 MP

Nemesis
Description - The Nemesis spell was created by Paladins of the Armored Hand who hunted down and destroyed dark cults during the birth of the Ravillan empire, the ultimate spell of the Paladin, Nemesis is the living embodiment of Nesha's will to destroy evil and darkness throughout the world.
Effect - Increases caster's stats by Level% for d6 turns and allows him to cast the following spells; courage, spirit guard, divine punishment, seraphic armor, holy word, retribution and penitence without MP cost. The character must be white element and under Nemesis status he feels compelled to attack the closes black element character, even if he is an ally.
Range - Self
Enchantment -
Weapon, Deals +d10 white element damage.
Armor + 6 Def against black element attacks.
Accesory + 6 Mag against black element magic.
Brews - Holy Water
Cost - 18 MP




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2005-11-12 [Grengo]: Either that or a lot of money :p In any case, white magic, aside from healing purposes, sucks ass.

2005-11-12 [Duredhel]: actually white magic is really powerful if you know how to use it. Though its not the damage dealing type, it can make any character unstoppable.

2005-11-12 [Grengo]: Yeah, but practically everything is really powerful if you know how to use 'em :p Anyhow, have a level 10 White Magic user face off against a level 10 Black Magic user with the same stats and same equipment. The White Magic guy will pretty much get killed most of the time :p

2005-11-12 [Mr.Scoop]: Yea but most of the time you won't send in a White Magic guy in a battle alone. Thus White Magic guy would heal the Non-White Magic guy until he beats the other one...Either that or give your White Magic guy one of the Red, Blue, Yellow, or Green Magics ^^

2005-11-12 [Grengo]: I know :p I'm just saying black magic peeps have a higher advantage against white magic folks when the odds are even (1-on-1, 2-on-2). Maybe Level 3/4 white magic'll balance things out a bit more, though, I dunno.

2005-11-12 [Mr.Scoop]: Ah well, nevertheless, it is always usefull to have a healer on the team ^^

2006-01-17 [Duredhel]: Nemesis, Retribution and Penitence (the most dramatially named spells) can also be known as the white magic attack trinity ^^, if you manage to cast all three of them in battle, your enemy is, for lack of a batter word, screwed.

2006-01-17 [Grengo]: Looking at the MP cost and the number of turns to cast them, odds are it'll be a one in a million chance for someone to cast 'em all :p

2006-01-18 [Mr.Scoop]: XD

2006-01-18 [Veltzeh]: Ortho could, easily, if given enough time :P

2006-01-31 [Blood Raven]: yeah, one would kinda need 10 rounds >.> and you'd have to cast it like retribution, penitence, nemesis, or otherwise the spell might have ended before you're finished with the last one...

2006-01-31 [Blood Raven]: Oh wait, I just figured out you don't necesarrily need to cast the mat the same time ^^"

2006-04-25 [Duredhel]: Finally finisheled, I need feedback on the new stuffs for the magics.

2006-04-25 [Veltzeh]: Does the "Range - max" mean that there is no limit? or does the target need to be in sight or the location known? Does it work over great distances even if location was known? X)

2006-04-25 [Duredhel]: Range MAX means the whole battle map.

2006-04-25 [Veltzeh]: How about out of battle then?

2006-04-26 [Duredhel]: That's GMs criteria, depending on what you're trying to do with the spell as well as the spell itself. With divine punishment, for example, you need to be aware of the creature you're targeting and it can't be that far away. With holy word, however, you can target creatures you're not aware of as long as they hear the word.

2007-12-14 [Grengo]: 'Bout time they got upgraded. Now do something about blue. >.>

2007-12-20 [Blood Raven]: you know, I find the whole Retribution and Holnistics things a bit odd. Because they might as well be black magic 0.o;
Cause I can easily imagine black mages reflecting the damage they recieve back upon the attacker. it like making people attack themselves. I get why it's whitem gaic, but at the same time, I could find arguments to say that they might be black magic, too :P

2007-12-21 [Duredhel]: The whole point of retribution and holnistics is that they're a passive way of dealing damage, that doesn't work at all as black magic.

2007-12-29 [Avalon86]: You guys complaining about white magic being hard to really use to damage. Look at the crusaders Heavenly Wrath Special Skill, Seriously, If u take the time to multi class and get the crusader, Im pretty sure a lvl 10 black magic user would have a hard time against such a holy tank. And I agree with an earlier post White magic may not be oh so grand like most ppl's fav black magic but, when it comes to being on the verge of death, would u rather have a healer or someone that does curses? I rest my case.

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