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Health Spells

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Health Spells
Health.jpg
Quick Facts
Conversation Living
Spell Branch Health Spells
Chapter Disease, Strength, Pain
Spell Effects Can cause or ward off disease, can stimulate or weaken the body, can cause pain.

Description

Health Spells focus on the balance of healthiness and disease of a target, as well as stimulation of their limbs or organs to perform better or worse. Health Spells also focus on causing pain, though often through phantom synapses and the like.

Elementary

Elementary Health Mages find that they may stave off minor diseases, as well as even cure some of the more common ones. Additionally, they can use the mona to enhance their own bodies or the bodies of others one and a half times as much, allowing them to run faster, lift more, withstand more, etc. They can also influence and encourage disease, growing it to weaken themselves or others, if they wish. This follows the same magnitude as the ability to ward off diseases, so only minor diseases may be given or encouraged. Knowledge of the disease and body are essential for these mages as their craft relies on it. Pain from the Elementary Health Mage is uncomfortable, but not debilitating.

Intermediate

The Intermediate Health Mage is a capable and proficient healer, able to eradicate or influence diseases that are fatal to the body. Through repeated exposure to Health magic, non-magical diseases can be completely removed from the body. Additionally, Intermediate Health mages are capable of pushing the limits of their bodies to two and a half time the normal limit, up from one and a half. As well, the pain caused by these mages is excruciating, able to debilitate hardy creatures of a non-magical nature.

Advanced

Masters of the body, the Advanced Health Mage may appear forever youthful. They are unaffected by disease, and can withstand the ravages of time on their bodies as if they never experienced it. These mages can affect diseases on such a scale that they can combine two diseases, or eradicate all but the most convoluted and esoteric. They can push the limits of their bodies to extraordinary amounts, up to five times the average, and the pain they can cause will push even the most stoic and durable creatures to ineptitude. Terrifying for the power of their craft, Health Mages can play gods with their ability to give and take away healthiness and disease.

After Effects

Diseases are permanent, and the strength and pain are temporary but can last up to days at Advanced.

References

Links to threads where this spell is used for example, if applicable.