Mending: Difference between revisions
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=== Pulse of Regeneration === | === Pulse of Regeneration === | ||
'''Prerequisite:''' Divine 3+; Tone of Mending<br> | '''Prerequisite:''' Divine 3+; Tone of Mending<br> | ||
'''Activation:''' | '''Activation:''' 2 Actions<br> | ||
Spend 4 Resonance and choose an area up to your Resonance Spell Area within your Resonance Spell Range. All characters of your choice in the area recover health equal to 2d6 + your Divine modifier or an injury (the target's choice). The die scales with your Resonant Spell Die.<br> | Spend 4 Resonance and choose an area up to your Resonance Spell Area within your Resonance Spell Range. All characters of your choice in the area recover health equal to 2d6 + your Divine modifier or an injury (the target's choice). The die scales with your Resonant Spell Die.<br> | ||
Latest revision as of 20:54, 2 October 2026
Tone of Mending
Mending - Regeneration - Divine - Sloth - Courage - Thaumaturge - Vespoid - Anomella - Quartz Dragons - Crystalline Dragons - Ouroboros - The Earth
| Ranks | Die | Range | Size |
|---|---|---|---|
| 0 | 1 (no roll) | 10 ft | Tiny (1 ft) |
| 1 | 1d4 | 20 ft | Small (2.5 ft) |
| 2 | 1d6 | 40 ft | Medium (5 ft) |
| 3 | 1d8 | 80 ft | Large (10 ft) |
| 4 | 1d10 | 160 ft | Huge (15 ft) |
| 5 | 1d12 | 320 ft | Gargantuan (20 ft) |
| 6+ | 1d20 | 640 ft | Colossal (30 ft) |
Mending is the ability to heal physical injuries, such as cuts, bruises, broken bones, or concussions. As a Mage's skill and power grow, the potential complexity, size, and severity of the injury, as well as the time-since-injury also increase, with the most powerful and skillful use of Mending having the ability to correct birth defects or life-long paralysis.
Tone of Mending
Activation 1 Action
Spend 1 Resonance and choose one character within your Resonant Spell Range, they recover health equal to 1d4 + your Divine modifier. The die scales with your Resonant Spell Die.
Using Mending
You can use Mending in ways additional to those described, be creative, and the GM is the final arbiter of what is possible.
Mending Talents
Injury Recovery
Prerequisite: Tone of Mending
Activation: 2 Actions
You use Mending to rapidly recover injuries, including permanent ones and missing body parts.
Spend 2 Resonance to cause yourself or a willing character you touch to instantly recover from a temporary injury of the target’s choice, or spend 3 Resonance to recover from a permanent injury.
Leads to: Reactive Mending
Pulse of Regeneration
Prerequisite: Divine 3+; Tone of Mending
Activation: 2 Actions
Spend 4 Resonance and choose an area up to your Resonance Spell Area within your Resonance Spell Range. All characters of your choice in the area recover health equal to 2d6 + your Divine modifier or an injury (the target's choice). The die scales with your Resonant Spell Die.
Reactive Mending
Prerequisite: Divine 3+; Injury Recovery
Activation: Reaction
In response to a nearby grievous wound, you infuse healing to diminish the severity, focusing your efforts on staving off death.
When a character within your Resonance Spell Range makes an injury roll, spend 2 Resonance to add your Divine modifier to the roll.