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=Bevara the Medic (HW,ST,TR)= *Description: She was a Silver Age hero who carried Heort from danger against the Uz. She is worshipped by combat medics and healers. *Skills: Dodge Attack, Restrain Patient, =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. =Common Divine Magic= *All =Divine Magic:= *Avoid Harm, (2 points, self only, temporal, nonstackable, reusable) **Once cast the caster will be bequeathed with a remarkable ability to avoid harm in the middle of a battle. All parry skills and the dodge skill are doubled, and any missile weapons are at half chance to strike the caster. This spell lasts until the duration passes or the caster attempts to take any offensive actions, including casting attack spells. *Combat Healing,Reusable, 3 points, non-stackable, temporal) **For the duration of the spell, the user may cast Healing magics on others in addition to any other acts. These Healing spells do not take a combat action and can be combined with other actions and spell casting. All healing spells become ranged, so the user does not need to touch the injured person in order to use healing magic. *Dodge All Attacks, (2 points, self only, temporal, nonstackable,reusable) **For the duration of the spell the caster gets a Dodge roll to avoid any and all attacks at no cost of action. So even if they are attacked several times in one round, they get a chance to avoid all attacks and do not have to sacrifice a dodge, parry or attack. The caster cannot also use a dodge action to dodge - in other words they get a free dodge, and cannot use their action to also dodge an attack to try and get two attempts. They may, however, use a parry in addition to the free dodge they get *Heal Heortling Deer, *Heal Self Fully, (Reusable, 2 points, non-stackable, intsant,self only) **This spell may only be cast on the caster, it heals all damage and poisons affecting the caster. *Hide Self, (Reusable, 1 point, temporal, non-stackable) **This spell doubles the user's Hide skills and allows the user to use his hide skills when moving slowly (1/4 speed). *Remove Hurt, *Stop Dying,(One Use, 2 points, non-stackable, temporal) **This stops the recipient dying for the duration of the spell. However, the recipient suffers all other effects of the damage taken, until the damage is healed. This cannot be cast before damage is taken to make the recipient invulnerable to damage. If the recipient recieves new damage which would kill him again then he will die.
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