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=Spirit Magic:= *Carry Patient to Safety,(Spirit Magic, variable, self only, temporal,passive) **Once cast, the caster's STR is effectively increased by 5 points per point in the spell for the purposes of carrying patients (so it does not increase skills relating to STR or damage bonus). A "patient" is defined as anyone who is injured and whom the medic intends to heal (so you can't pick up an enemy and run off with him to do him in later). This can be used alongside Strength. *Diminish Injury: (Spirit Magic, 2 points, instant) **This spell reduces damage on a wound by 1D3 hit points. *Earsplitting Scream:(Spirit Magic, 2 points, ranged, instant) (NE) **The caster elicits a screech targetted at one person within range. The caster must overcome their magic points with their own, and if successful the target takes 1d4 damage to their head and must roll under CONx3 or be deafened for 2d6 melee rounds. Obviously targets who are deaf are immune. *Evade Pursuit:(Spirit Magic, variable, self only, temporal, passive) (NE) **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 pursuing enemies). It is not stacked with Mobility, but the caster can have both in effect so that they gain the benefit from Mobility in general and when pursued gain the best out of Mobility or Evade Pursuit.
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