| Healing Touch | Mp Cost: 2+ (4+) |
| Difficulty: 10 (13) | |
| Requirements: Earth Arcana (Novice), Water Arcana (Novice) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| Your touch seals wounds and restores vigor to one wounded target. You can choose to spend up to 6 MPs when you cast the spell. For each 2 MP spent, the target gets back 1d6 Health. You can cast this on yourself. | |
Category: Restoration
Healing Aura
| Healing Aura | Mp Cost: 3+ (5+) |
| Difficulty: 15 (19) | |
| Requirements: Earth Arcana (Novice), Water Arcana (Journeyman) | |
| Spell Type: Enhancement | Cast: Major Action |
| Test: None | |
| Waves of healing energy radiate from you and aid your nearby allies. You can pick a number of targets up to twice your Willpower, all of whom must be within 10 yards of you. All targets regain 1d6 Health per round. You may extend the duration of Healing Aura for 3 MP per round, to a maximum of 2 additional. You can designate yourself as one of the targets. | |
Restoration
| Restoration | Mp Cost: 15 (20) |
| Difficulty: 17 (21) | |
| Requirements: Earth Arcana (Master), Water Arcana (Master) | |
| Spell Type: Enhancement | Cast: 1 minute |
| Test: None | |
| You can restore a gravely injured character to health, though this spell takes 1 minute to cast and is thus most useful outside of combat encounters. You must remain adjacent to the target throughout the casting. If successful, the target regains Health equal to your Willpower × 10. | |