Restoration School

The restoration school of magic revolves around healing, controlling the Water in our bodes to patch up soft tissues that have been damaged, and the earth in  our bones to reconstruct those that have been broken.

Healing Touch -
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.
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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.
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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.
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