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KNOWLEDGE CLERIC | |
CURE WOUNDS HEALING WORD MENDING | |
ARCANE TRICKSTER | |
FIND FAMILIAR SHIELD SHOCKING GRASP | |
ANATHEMA | |
BLOOD HEALING FEAR INFLICT WOUNDS LIFE TRANSFERENCE RESTORATION REVIVIFY |
KNOWLEDGE CLERIC | |
CURE WOUNDS HEALING WORD MENDING | |
ARCANE TRICKSTER | |
FIND FAMILIAR SHIELD SHOCKING GRASP | |
ANATHEMA | |
BLOOD HEALING FEAR INFLICT WOUNDS LIFE TRANSFERENCE RESTORATION REVIVIFY |
ANATHEMA (CW: SELF-HARM)
Date: 2021-12-10 09:31 am (UTC)Silas can already cause harm to himself to heal others. Through study and experimentation he's working to advance this into an ability to draw on the blood of a second living subject to heal himself or a third party. Good for stabilizing an injured subject with a potentially fatal wound, setting a bone, or getting someone near dead back on their feet with sword in hand but still in terrible shape. Casting is an ordeal that takes several seconds of concentration and focus, not something that can be easily done in the heat of battle. The more someone suffers during this process the more powerful the magic, within the limits dictated by his limited experience.
FEAR
Silas can draw upon the power in blood to unsettle with his presence, creating instinctive panic within a 15 foot radius and causing enemies to flee. Duration approximately 6 seconds.
INFLICT WOUNDS
A pulse of necrotic damage that antagonizes existing wounds old and new, causes pain, hemorrhage, and bleeding from orifices and open wounds. May also split open old scars. Effect mounts over a matter of seconds with concentration and can be targeted at a single subject from up to ten feet away. Escalating the damage requires a blood sacrifice -- the bloodier the sacrifice, the more grievous the damage.
LIFE TRANSFERENCE
Silas causes harm to himself to heal others, either by taking on some of the damage himself or by making an equivalent (and much less discreet) blood sacrifice. The benefit to the target outweighs the cost to Silas but is still arduous and painful, particularly when applied to more serious injuries. He often discreetly supplements this process with self-healing via cure wounds.
RESTORATION
Utilizes blood to cleanse harmful effects from an individual or (small) artifact, such as poisoning, red lyrium corruption, or disease. Greater amounts of blood are required for greater feats. Cleansing larger objects or areas or cleansing more serious corruption, such as blight, is significantly more time-consuming and arduous. Cleansing blight from an individual would at minimum require great dragon blood, as would be expected of similar existing experimental rituals. Like several of these spells fueled by the power in blood, he is still actively studying to understand the potential applications.
REVIVIFY
Takes someone fresh dead up to 1HP from 0HP via a blood sacrifice. Functionally akin to magic CPR/transfusion with a touch of healing to help seal open wounds and massage a stopped heart back to pumping sacrificed blood. Only works for a death caused by blood loss/a grievous injury that could conceivably be otherwise stitched up, tied off with a tourniquet, etc to keep the target from immediately dying again. Must be cast within approximately five minutes of death.