Restoration

“O let not the pains of death come upon me and enter into my body. For I am as the Gods, and thy power resides in the foremost part of the heavens. And the power which protecteth me is that which is with all of the Gods forever.”

Unknown Magus, 3rd Era Medicinal Magic Manuscript

Throughout the land and its long history of magic and arcane practices none are as championed and hallowed as those within the school of Restoration. This magical school is the renown school of healers and medicinal magics. Held as the most cherished magical art by holy orders in temples and shrines the Continent over, it is often conflated with holy service and faith itself. Priests and Priestesses, Shamans and Seers all revere the power to heal and with divine aid of healing magic it is almost as though one were touched by the Gods and willed into better health. The practice of Restoration magic is commonly found in temples and shrine settings all over the Continent and is taught by holy clerics, physicians, alchemists, herbalists, and even hermit witches across the faiths. Through Restoration magic, wounds are healed, broken bones are mended, illness is purged, and harmony is restored inside an individual. A more noble magic there never was.


 * AS WITH ALL MAGIC IN GAME RP CONTEXT IS ABSOLUTELY ESSENTIAL! MAGIC IS NOT ALL POWERFUL AND HAS LIMITS!*

Novice Spells
Ento Vitalis: a spell to heal oneself of minor wounds using one's' own mana (RP heals yourself with your own mana)

Fortatis Magicum: a spell to fortify the mana of the caster so that it doesn’t deplete quickly (RP extends a mana pool for more magic work)

Denyo Excelis: a spell to fortify one’s stamina or energy (RP makes a caster more awake and active)

Apprentice Spells
Ostas Rebrarin: a spell to mend a sprain or minor bone injury (RP minor sprains and bone injuries are healed on the self)

Exta Viotalsis: a spell to speed up healing (RP accelerates a healing of a minor wound on the self)

Fenis Janorum: a spell to heal scars and blemishes( RP heals a scar or skin damages on the self)

Journeyman Spells
Renmo Halanis: a spell to numb a pain (RP numbs a given pain)

Sentas Coris: a spell to trace or locate a pain or injury in a being (RP finds what is causing pain in a being)

Fortatis Attaris: a spell for fortifying immunity (RP allows the caster to have a better resistance to illness for a small time)

Expert Spells
Vitalsis Caneris: a spell to heal the moderate wounds of another (RP heals the injuries of others)

Vasis Gentas: a spell to heal a poisoning of a person (RP heals a person of poison)

Ostas Rebrarinaeas: a spell to heal or mend broken bones (RP heals broken bones of the caster or another)

Adept Spells
Puris Aqualis: a spell to purify a small bottle or cauldron of water (RP clears water of impurities or befoulments)

Curatis Venisae: a spell to neutralize a poison in a food, water, or being (RP purifies an acting poison in a food, water, or being)

Hastis Revio: a spell to cure a disease (RP cures a disease)

Master Spells
Goras Citalis: a spell to greater wound (RP heals a severe wound)

Revitas Malificas: a spell to heal or correct defects(RP heal or correct things like being mute, deaf, or blind etc.)

Revitas Colaotis: a spell to heal minors wounds in a small space (RP heals minor wounds of people in a 10 block radius of the caster for 1 minute)

Ritual Casting
Divinum Sacrisio Sanctum:

This ritual is the height of all Restoration magics and as such is seen as a holy rite by many. The ritual requires the gathering of 5 mages of Adept or Master level expertise. 4 form a square about the 5th with said mage holding 3 Potions of Healing II, a stack of gold blocks, a stack of lapis lazuli, and a stack of nether quartz. With the 5th central mage is a person on the brink of death. The mage together pray and chant the intent and desire of the ritual. The 4 mages in the square must succeed 1 of 2 high success rolls while the central mage rolls once to meet the same level of roll. As this happens the materials are spirited away as offering. If the rolls are successful then the dying person is restored to full vitality, but at the added cost of the 5th mage’s life. The lifeforce and mana of the mage is sacrificed to heal and save the dying person in a life for a life exchange. If the rolls of the 4 corner mages fail then the ritual fails, the materials are spent, and the person remains terminal. If the corner mages Crit Fail the prio happens but they in turn suffer a complete diminishment of mana for 2 IRL weeks while the central mage still dies, pending a luck roll of high success. If the only central mage Crit Fails, the material is lost, the corner mages only lose mana for 1 IRL week, but the central mage still dies and the dying person remains unhealed. If the central mage rolls a Natural 20, then they may discount the lowest rolls of the corner mages in favor of any higher roll made after the 1st. This ritual casting may be attempted only once a year in game (1 time per every IRL month). Said ritual is to be conducted in the presence of a Staff Member or an Admin to ratify its attempt, success, and/or failure. Make no mistake this is a high stakes ritual, a life for a life with little to no work around. Consult Admins or Staff about any concerns prior to undertaking this ritual.