Water College

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Restrictions

Base Chance Modifiers

Talents

General Knowledge Spells

General Knowledge Rituals

Special Knowledge Spells

Waters of Healing (S-11)

Range: Touch
Duration: Special
Experience Multiple: 400
Base Chance: 30%
Resist: None
Storage: Special
Target: Volume of water
Effects: This spell has two distinct uses:

1. The Adept can turn 1 pint of water into a half pint healing potion. The Potion will last 2 minutes (+2 / Rank) and will cure [D - 5] (+1 / Rank) Endurance or Fatigue damage.

2. Alternatively, this potion may be used to immediately neutralise the effects of any venom, plus it will cure 1 point of Endurance loss due to the venom (the potion will only cure 1 point of damage due to venom).

In addition to these two effects the Adept may spend an hour and utilise materials costing 200sp to make a Potion with the same effects that will last indefinitely. The ingredients are used up regardless of success or failure.

Waters of Strength (S-12)

Range: Touch
Duration: Special
Experience Multiple: 350
Base Chance: 30%
Resist: None
Storage: Special
Target: Pint of water
Effects: This spell can be prepared in two ways:

1. The Adept can turn 1 pint of water into a half pint strength potion. The Potion will last 2 minutes (+ 2 / Rank) and when drunk adds [D - 2] (+ 1 / Rank) to Physical Strength for 5 minutes (+ 5 / Rank).

2. The Adept may spend an hour and utilise materials costing 500sp to make a Potion with the same effects that will last indefinitely. Potions are not cumulative. The ingredients are used regardless of success or failure.

Special Knowledge Rituals

Notes