SpellRelay/Healing

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The Eleventh Theme is Healing

While spells of war predominate the minds of most sorcerers, there are those who turn their arts in another direction. Not quite resembling traditional medicine, the sorcerous art of healing is rare indeed.


Blessing of the Generous Benefactor - Terrestrial Circle Sorcery -- GreenLantern
Cost: 15 motes, 2 Bashing Health Levels

One of many futile efforts by the Dragon Blooded during the outbreak of the Great Contagion, this spell has survived not due to success, but rather, out of sheer utility. Developed by an Air-Aspect following methods similar to those of the Devonian school, and based on the far more common spell "Incantation of Effective Restoration", the caster shapes the essence and being of a living target into a form that is 'more perfect' than the current one. Relying not on the caster's knowledge or opinion of what this perfection might be, the weaving instead follows the patterns in the target itself, restoring health and vitality in dramatic fashion. As the caster completes the spell, an unwilling target may resist by rolling Stamina+Resistance+Essence, against a difficulty equal to the caster's Essence. Targets who fail to resist, or are willing, immediately collapse to the ground, shivering, shaking, and feverish. Over the course of the next 10 turns (or 30 ticks, if using 2nd Edition), the target's body regenerates at a remarkable rate, with wounds closing, limbs regrowing, and even hair and fingernails growing a number of inches in only a few seconds. This sudden surge in activity requires huge amounts of energy, with those so 'blessed' often losing significant body fat during this time. As the fever and convulsions recide, the targets find themselves surprisingly energetic, as if they have had a good night's sleep, often feeling better than they have in years.

Mechanically, this spell has three primary effects.

  • First and foremost, the caster rolls (Essence), healing a number of bashing or lethal health levels equal to the number of successes scored. Healing even a single aggravated health level consumes the entirety of the healing effort, and as such, only one of them may be healed per casting, and no other health levels may be restored during said casting.
  • Second, the target may immediately roll to recover from all temporary poison, sickness, or crippling effects, using the normal rolls for such, gaining a number of automatic successes equal to the caster's (Essence). Any 'negative' effects from such rolls (such as the damage incurred from poison, even if the resistance roll is successful) incur during the period of convulsions, and as such, may be partially counteracted from the health level restoration noted above.
  • Finally, the target may be able to recover from a single permanent sickness or crippling effect. The target rolls Stamina+Resistance against a difficulty of the Essence of the being that caused that effect. If the effect was caused by purely environmental damage (such as falling down the stairs), the difficulty is 1. If successful, the effect is no longer considered permanent, and will heal as normal health levels do, over time.

While such a powerful magic is quite useful in a number of situations, the casting is draining on both the sorcerer and the target. The health levels used to pay for this spell cannot be healed by non-natural means, as a part of the caster's very being is used to spur the growth and healing of the target. In addition, the strain on the target's body is great. After the casting, they suffer a -2 penalty to all physical actions due to their emaciated and dehydrated form. This penalty reduces to -1 after a good night's sleep and a solid meal, and will fade after a full week under normal conditions. Even after this penalty has faded, some parts of their body are still recovering, and as such, this spell cannot be used on them again safely for at least a month. Attempting to use it again during this month will only revert the previous effects, and such castings are often referred to as "Sanctions of the Unsatisfied Benefactor".


Healing Raptor - Shadowlands Circle Necromancy -- FlowsLikeBits
Cost: 8 motes per raiton
Range: 100 yards

When this spell is cast, shadows converge around the Necromancer, taking shape as number of shadowy, indistinct raitons. These fly at their targets and literally rend pieces of their flesh from them with their claws. The birds then fly to targets the necromancer designates and stitch the stolen pieces on with their sharp beaks before dissipating.

When this spell is cast, the Necromancer summons a number of shadowy raitons up to his essence. Each raiton may be targeted at the same, or different target. The Necromancer rolls Per+Occult to attack, with a number of bonus successes equal to their Essence. The initial targets of the rations must be living. The birds do 8L + damage successes and may be defended against normally. Each bird that does one or more levels of damage has managed to grab some areas of flesh. It may then use these scraps to repair any corpse-based undead within the spells range of the caster. Birds that fail to do damage scream and vanish. This spell may only heal zombie or corpse based undead, such as zombies, spine chains and similar monstrosities created with Walking War Machine. Ghosts are not affected. Mortals that survive this spell usually end up with horrible deformities and scars where flesh is torn from them. Both the intial and targets to be healed must be within range of the caster.

A similar version of this spell, called Bloody Thief of Years can heal ghosts. The spell is the same, except for these differences. These birds draw long streamers of blood with their claws and splash these upon ghosts to heal them. Also, the damage is 8B, rather than 8L. Mortals targeted by this spell lose 5 years of life for every Health Level lost, as their very life force is ripped away. Mortals that happen to have an Essence pool(such as Exalts) instead lose 2 mote per damage success instead of actual bashing damage.


Bondage in the Zealous Flesh - Labyrinth Circle Necromancy -- Darloth
Cost: 20-50 motes, 4-10 motes committed.
Range: Variable, up to one very small country or province (rough size: Essence * 20 miles across.)

To cast this spell, the caster must prepare a ritual with a shard of something decaying - vitriol treated glass or (if you're using it) vitrioline is best, but at a push a rusting iron spike would do. Then, the caster takes their sacrificial victim and slices the shard across their flesh for some time, finally concluding the ritual by stabbing them through the heart. Empowered by the ritual, they do not die, but instead are immobilized and left helpless. In time, their wounds will begin to heal, although they will always be infected, and they scar horribly, new scar tissue constantly forming around the ritual-inflicted wounds. The spell begins to take effect starting from the time of infection/scarring of the wounds, which is near-instant for vitrioline but could take a few days for lesser materials.

The larger the sacrificial victim, the larger the effect. Impaling a chicken or other small farmyard animal costs 20 motes, and will curse a small village(4 motes committed). Mutilating a goat or other medium sized animal will curse a large village or town, and costs 30 motes with 6 of them committed. Skewering a horse or other large animal will spread the dark influence of this spell to cover a city(40m,8com), and if an otherwise innocent human life is pinned to the centre of the dark altar(children or virginal adolescents preferred by traditionalists) then the magic will spread to cover a small kingdom or province (50 motes, 10 committed). If the caster can subdue and impale an essence-user, then the committed motes can be committed from the victim's pools, although the total cost is not reduced.

After the ritual is complete, and the victim healing up badly, the forces of life within the affected region are twisted and set loose - All mortals heal as exalts, and all exalts heal at twice the normal rate. However, there is a dark price to pay for this 'blessing', as all within its grasp will soon realize. Whilst the healing is rapid, it is never clean or true. Broken bones will set twisted and unusable, bruises will develop rough ridges of cartilege and the mearest cut will well into a profusion of thickly laced scar tissue within only hours. Mechanically, for every one lethal or two bashing levels healed, a -1 wound penalty is applied to the victim. This difficulty is exceptionally hard to remove, as the normal strategies for fixing such things rely on inflicting wounds and then directing the healing properly, which obviously is doomed to failure under such an effect. To make matters worse, even the healing effects of the exalted are perverted by the ritual, and suffer exactly the same halving of needed time but infliction of highly detrimental consequences. Only those effects which can heal aggravated damage will heal without the penalties, although they still benefit from the doubled rate. Curiously, the twisted healing essences that well up in the area try to bond flesh past any normal limits, and even the dead may 'heal' wounds within such an area, albeit at a rate of one lethal level per week's rest (or 1 bashing level every 24 hours.) They do not suffer the negative consequences of healing, as their already necrotic forms accept such things smoothly. This healing applies to all forms of dead or undead, including ghosts, zombies, walking war-machines etc. In time, the area will become so saturated that even non-wounds will begin to heal, and victims will wake in the morning with a scab of scar-tissue sealing their nostrils, and maybe even strands of flesh covering their mouths. This inflicts a -1 wound penalty and happens after staying in the affected area for longer than a week - exalts are not affected by this.

The penalties inflicted by this spell max at a negative value equal to half the committed motes, and do not stack with any other wound penalties, only the largest applies. To remove the penalties, something which heals aggravated damage must be applied, nothing else will do. Each -1 is healed as 1 level of aggravated damage.

If the centre of the ritual is found, and the spike pulled from the body of the victim, the spell ends, and the victim dies. It is possible that a sufficiently skilled surgeon might be able to save the original victim, but since they are typically a moaning ball of condensed tumourous muscle and scar-tissue with random bones protruding at odd angles by then, few actually want to be saved, simply desiring an end to their suffering. None of the effects are reversed except the one-week -1 penalty - such 'extra' flesh will wither and fall off. The spell produces a lot of obvious essence-flows, and so the larger the area of effect, the more obvious it will be to geomancers and other essence-users that something is wrong.


Amazing Moonsilver Resiliency - Celestial Circle Sorcery -- IanPrice
Cost: 30 motes.
Range: Touch.

Luna's chosen have the ability not only to change their forms, but to repair them with unmatched ease. This sorcery began as an act of desperation, a No-Moon Lunar wishing to save his Solar wife from mortal wounds. Lacking other sources of healing, he changed to his war shape, shaping this spell in a singular act of genius to grant his own regenerative abilities to his wife. The story of his love, and this spell, are still passed down as legend among some of the Silver Pact. When cast in the modern day, it requires the sorcerer to touch both a Lunar Exalt who has the ability to regenerate active (such as through Deadly Beastman Transformation gifts - the Lunar may be the sorcerer) and a non-Lunar who has taken health levels of damage. The full regenerative ability of the Lunar is transferred to the patient until his or her wounds have fully healed, and during this time the Lunar does not have it. If the regeneration was part of the form, it simply does not occur in that form until the patient is better. If it came from a charm, then the effects on the patient will fade when the charm ends, and both the charm and this spell must be reactivated to provide any further healing.



Trancendant Vitality Procedure - Man-Machine Protocol -- ArabianNinja
Minimum Clarity: 3
Cost: 15 Motes, 8 Committed.
Area of Effect: Single Target

While the many members of the populat do their part to maintain the life of the Great Maker, it is his Custodians, Design Weavers, and Alchemical children that actively seek to aid in replenishing Autochthons health. The weaver may emulate this within their own selves or in others.
As they weave this protocol they summon a great gout of shimmering metal specks appropriate to the casters Caste Magical Material, which is then inhaled by the target. These specks are in reality tiny automatons designed to aid in the recovery of injury and illness, and flow of the passage of essence. For as long as the caster maintains the essence commitment the Protocol will be sustained. For the duration of the Protocol, targets who are Essence weilders will heal four times the normal rate, add 5 dice to resist all poisons and disease, and will respire essence at all times as if they are at rest, regaining an additional two motes per hour when actually resting. If used on mortals this protocol will immediately return them their lost health levels, as well as the accelerated healing and resistance benefits. However mortals will find the experience of this protocol to be drug-like, and must take a temperance check to avoid becoming addicted once the protocol has ended.


Beyond The Mantle Of Flesh - Void Circle Necromancy -- DeathBySurfeit
Cost: 40 motes
Range: Personal

Most prized sorcerous possession of the Deathlords, this dark invocation mirrors the words of the Neverborn as they brought the fallen Solar kings and queens into their depthless embrace. The first word spoken, an invocation of Primordial privelige, causes the Calender of Setesh to screech to a halt in its tracks, and for the lands of the dead to freeze under a shroud of icy dark tendrils. Consequently, within the shadowlands or realms of the Underworld, this spell can be cast at instantaneous speed.

The verses that follow are shaped by Essence, unpronouncable by any human tongue. They flicker in the air, forming nonentities of purest Oblivion that curdle the world around them into maddening and distorted shapes; as sutra after sutra is spoken, their grip extends and world darkens until all is black save for the spidery tendrils of light that surround the necromancer, and the dim fires of animas. The last syllable forsakes the afterlife and reincarnation, and the Void embraces the caster. Their anima roars from them, their soul shrieking away with it, pouring out into the infinite darkness until its last traces are no longer visible. The world goes into sudden contrast the Calender lurching back into speed. The necromancer now appears as a black clot amongst his lit surrounds, soon collapsing into black ash, dead.

Within the Labyrinth, deep within the halls of a Malfean's mangled womb, thin traceries of celestial essence reconvene. Stained by the darkness from which they pulled themselves, they form the seed of a new form grown piece by piece from the flesh of the Neverborn. Other a matter of months, the necromancer grows back into unlife, but will bear the scars ever after - with each invocation of this spell, the caster's memories and personality slip away ever further into the Void, leaving only hungry dementia and unthinking destrado.


Emergency Revitilisation Practice - God-Machine Protocol -- ArabianNinja
Clarity Minimum: 5
Cost: 25 Motes
Area of Effect: Single Target

This Protocol is often employed in times of great need, when wounds are so greivous that normal medical proceedures cannot aid at all. The Caster of this weave designates a single target by marking the ground about them with a simple, but perfect circle. Once the weave has been cast the circle glows and grows into a perfect hollow cylinder of Adamant, filled with a strange viscous liquid that is transfused with Essence.
While within the bounds of this Crystal Tube the patient will recover wounds at an expident Rate, Bashing Damage healing instantaneously, Lethal and Aggrivated damage heal as bashing normally would, and as the process is simply an expident, but wholly far more efficent form of healing, no scarring will be left after the process is complete. Their body will be cleansed of all poisons and disease upto, but not including the Great Contagion (as it has never existed within Autochthon.). The protocol will end itself when the patient has been fully healed physically, and their mote pool restored. As a beneficial side-effect, the confines of the tube, while alien, are found to be wholesome and comforting, restoring all temporary willpower points. In addition, Solar, Lunar, and even Abyssal Patients may roll their highest virtue, if the roll is successful the character may reduce their Limit/Resonance by a single point, botches are meerly discarded as failure. This is due to the Great Maker, in all his wisdom, realising the effects of the Great Curse upon the Exalted before he left Creation for the great void, the integrating of the minor purging of limit were but his first steps at attempting to cleanse the Cursed Shards of Exaltation.
As this protocol is mainly used to heal injured Alchemical exalted, and repair their damaged charms, so too will the Emergency Revitilisation Practice repair damaged artifacts.


The Second Breath - Solar Circle Sorcery -- Paincake
Cost: 0 motes
Range: Sight (Dramatic purposes may override this)

The sorcerer calls upon his soul-bond with the Unconquered Sun, and so too is his love Unconquered.
At the moment of the death of their most beloved, the Solar Exalt in question may destroy their physical body with this single call to their Patron Incarna, who intercedes directly.
Solar Countermagic must be in place upon the caster's beloved before the spell is cast, or nothing will stop the personal intercession of the most powerful being in Creation. The intercession is immediate and refreshes all health levels, wound penalties, damaged armor and weapons, grants an instant use of any known charm or spell for free, and destroys all bonds upon the character.
If cast upon a mortal being, the Exaltation shard of the Sorcerer in question is transferred with the blessing of Sol Invictus, granting all the benefits thereof; refreshing all health levels and wound penalties, filling the necessary attributes/abilities and charms instantly, granting use of one for free and freeing the character as normal.

Should countermagic be in place at the time of casting, the caster's motes burn out in an amazing display of raw Essence and damage, bringing ruin to the surrounding countryside.(Roll 3 dice of Agg for Essence x 3 miles) The wrath of the Unconquered Sun is said to be invoked upon those who so cruelly deny His children their love.


Comments

Archived [[[SpellRelay/Ruination]]], and started this one up. The old one died, and it had quite a few spells, so it should be ok. If not, just say so! -- GreenLantern

Blessing of the Generous Benefactor: You might want to add a touch requirement or something. As is, it seems like the best use of this spell is to cast it on your enemies to give them a -2 penalty. -FlowsLikeBits

Really? I tried to give it a phenomenally easy resist... -- GreenLantern
Doh. Missed that. Nevermind. -FlowsLikeBits
I just have a question on which edition is this for? it seems to use wording similar to both, ie. 10 turns, crippling/poison/sickness effects. which one is it or can you update to both? (perhaps 30 ticks for the duration, since it doesn't seem to be combat-effective.) -grypph.
Phenomenal insight, old chap. It is some sort of sick blend. I suppose it was First Ed, but Second Ed "Compatible". I agree that 30 ticks is a good way to say it, so I'll add that above, and make it multi-compatible. -- GreenLantern

Also - the theiving raitons? Awesome. Only one question - what level is Shadowlands equivalent to? If Terrestrial, it seems a bit powerful, but if Celestial, that sh*t is spot-on. -- GreenLantern

Shadowlands Terrestial Equivilent. I can can dumb it down, although I don't see how it's to Powerful. Basicly it's Obsidian Butterflies with a heal effect and a MUCH smaller area. (You get Essence in Birds, rather than a huge area) -FlowsLikeBits, heck, I was worried that it might cost to much. Was contemplating dropping he cost to 5-6m/ration)
Ah. I get it. I had forgotten that DoOB was a giant frieking area of effect. I'll shut up now. -- GreenLantern, whose crunch-fu is off lately

DoOB is indeed a massive area, but that's often a disadvantage as much as it is an advantage. Plus, it only makes one attack per target, wheras you can target all Essence of these against one person. Assuming ess-3, it's rather more effective than all of the terrestrial single-target attack spells, although much shorter range. Necromancy may just be -better- at single-target-nukes though, as I think the void mirror thingy is also only shadowlands - I'll check. Yep. Shattered Void Mirror, doesn't have an attack roll, it just deals (Current HLs)x2 in natural-soak-only damage, and also drains (Ess)*2 motes. It instantly kills extras too... As such, this is about balanced. It's more likely that DoOB is slightly underpowered to account for its VAST area, and Sting of the Ice Hornets just... kinda suck -_-, as Thunder Wolf's Howl is another non-attack and Flight of the Brilliant Raptor has a range increment of approx 1 mile and does area damage as well as being generally neat. This spell might be a -little- overpowered because it's just -do- adaptable: Damage, or Drain, and also heal various things, and also single or multitarget. It's also rather cheap and has modular costing. Eh, how to fix... Well, you could hard-limit to one bird per target, and up the per-bird cost... Seems a bit sad to lose the swarm of birds trick. Maybe just drop the damage to like 4-6L base per bird? With those autosuccesses they're already quite good, or let people defend against multiple birds with one roll (Thus encouraging the caster to split them). Those are my opinions and suggestions, but I love the spell, the one before it, -AND- the theme! Keep up the good work!

Also... hehe... I think it's spelt Raiton, is it not?
-- Darloth has this mental image of Metal Gear Solid ration-canisters with small black bat wings and teeny claws flocking around a necromancer. Awww, so kyuuuute

Fixed. :( Mote wise, this is a bit more than most of the terrestial attack spells. 24 vs 15 IIRC. The point of Sting of the Ice Hornet is that it's unblockable(It also has difficulty 2 to dodge, which doesn't hurt). Flight of Brilliant Raptor is mostly an anti-ship spell I think. You get a big burst of fire from it. Thunderwolfs Howl has the advantage of being Enviromental damage, so it ignores HGD. I'd prefer to keep the damage were it is, so that it is, well, vaguely usefull. (The two version are seperate spells). The second version is quite weak as you need 4 damage successes to make up for the 8m you spent. That's pretty unlikely on 8 dice, even before soak. -FlowsLikeBits
Ehm, sorry to point it out rather than just quietly correcting it, but I found it genuinely amusing. I didn't notice they're separate spells, but that makes things better. You also have a point regarding cost. I Think you're right and it's probably balanced. Does it work for healing nemissary-possessed bodies, by the way?
-- Darloth
Probably, as nemisaries just animate dead corpse I think. Obviously, it wouldn't heal Abyssals. Deathlords could go either way, but they probably have more efficient ways of healing anyway. Anyway, I don't think anything bad happens. I wouldn't let it heal the normal decay(which is really HL damage per se), but it could fix the body getting banged up. Anyway, I can't see anything bad that happens. -FlowsLikeBits

I had this idea. It was icky, and may have been indirectly inspired by Akira, but hey, it seems to fit. I'm verging towards necromancy, but it could just be sorcery as well, so I'll leave it open. What do you think?
-- Darloth

Necromancy! And what a necromantic spell, at that...DeathBySurfeit

Uh yeah. Necromancy. Definatly! Cool though. I would probably say magical and charm based healing are not affected, just to prevent it from being a cheap way to shut down regeneration. -FlowsLikeBits,I think you'd need void circle to get a true Akira effect though.

Oh, certainly. This relies on time/battles to be effective, wheras a void circle would probably do something right away. A labyrinth circle effect might do it to one person at a time, mind you. I like the idea of it affecting charm-based healing, but possibly not regeneration. It should be noted, this probably IS an external shapeshifting effect, I doubt it would affect lunars. Also, solars get agg-healing semi-quickly, and remember this is a celestial effect, so essence 3-4 range. I think with that proviso it's fine, but perhaps there should be some way around it... Maybe if you spend an extra wp point or two when activating healing charm, you don't suffer penalties, but also don't get double-speed?
-- Darloth


Ian - Just to verify, this means I can capture a Lunar, tie him up, cut myself, and use this spell, thus stealing his regeneration. I will continue to keep it until I am fully healed - thus, I need only find a way to re-injure myself consistently (Stomach-Bottle Bug, perhaps?), and can thus keep said Lunar's regeneration for all time? Sweet. -- GreenLantern, who loves fun ways to destroy Lunars. If only Gem were a Lunar city...

You are an evil, evil person, but I'm not nerfing my spell just because of that. Yes, you can do so, but remember that it's Lunars who teach this spell... - IanPrice, who sometimes approves of evil.
Oh, I'm not saying you should nerf it. Merely that some people wonder what exactly the Solars did to get the Lunars so apathetic about their imminent demise. Could it be "Totally steal my schtick, you arrogant bastard!". I can easily imagine Solars with Valor-based limit breaks that would actively force a Lunar to give up their regeneration because hey - "I need it more than you." And there are only two ways to get it back - have the Solar die, or finally finish healing. And the Solar isn't going to let the latter happen. -- GL
I don't think it's all that bad, although it is the most effective healing method in the game. (Lunars heal 1 HL/round. So, pretty much anyone will be up in under a minute. Honestly, I can see Solars getting their own regeneration around Essence 3-4 though. -FlowsLikeBits

Hi there folks, just me sitting here trying to nut out an idea for an Alchemical protocol that fits this bill, but before I go and post it proper, lets get a little feed back first, since most of my gaming pals seem to think the best spells out there is demon summoning. The idea in a Nut shell is a god-machine protocol that redirects "beneficial" pipe-lines from within the Great Maker, pre-tapped and marked for easy use (healing essence is some good stuff) and witin Creation creates a temporary Manse (like 1 day) on an uncapped Demense, providing more or less the same functions as the tapped pipes. Now this isnt 100% healing as in speed healing, but more focusing on restive healing. I look forward to any comments on my notion, and I would like the input cause its hard to make healing spell for robots to use :P - ArabianNinja, who really should just stop being such an Autochthon fan-boy.

Off-the-cuff reactions - an alchemical healing protocol sounds perfectly sensible. The need to make it do something in Creation, however, seems a stretch - there's no reason a highly complicated Autocthonian protocol should work in Creation (and vice versa). Having said that, though, perhaps it's quite reasonable to not only pipe in pure healing essence, but get a bit more auto-botic with it, bringing in not only pipes, but also saws, clamps, and other things, as you essentially activate a 'repair sequence'. If you're desperate to have it work in Creation, you might even be able to get Creation to go along with the repair sequence, but instead of pipes and saws coming out, you'd have vines sprouting from the earth, enveloping the target, trying to heal him that way. Interestingly enough, it might work in both cases - even on robots. Then again, if that's a bit too 'non passive' for you, rather than using an Autocthonian version of pipes, perhaps you could create a gaseous cloud of that stuff often found in higher-Essence Alchemical medicine charms. Everyone breathes in this magic healing Essence-cloud, getting miraculously better over time. It could easily work in Creation as well, as rather than tapping the veins of Autocthon himself, you're just essentially spraying a wide-spectrum antibiotic and healing agent over the area, lubricating joints, clearing up infection, sanitizing, etc. All just thoughts. -- GreenLantern, trying to be a positive and non-annoying person
Firstly, Lantern, thanks for the awesome ideas, I might have something for a man-machine weave. Secondly, while the need to make a protocol work in creation isn't a dead-set requirement, the potential is there, so I prefer to fill out that potential. This need can be seen by the fact that I am actually making protocols for the spell relay at all :) a poor habit some might call it. In any case, I'll post the Man-Machine weave, and see how that goes over, and I'll tweak the God-Machine Weave a slight bit to fit in with new ideas. That is of course, unless someone else wants to attempt the protocol before me. As much as I enjoy this little manopoly, it would be nice to see other ideas. - ArabianNinja

Exalted nanobots... coool. I wants some o' dat... Okay, enough drooling. Um... can't think of anything to suggest, really. It's good. - IanPrice

Exalted Nanobots, huh, you know the term never actually hit me untill you mentioned it. But yeah thats the idea more or less. Also, I modded it a little, just needed to add the clarity requirement. I keep forgetting it for some odd reason. - ArabianNinja

Whew, that was a toughie to write. Do let me know what you think of Beyond The Mantle Of Flesh (and any better names)! ...DeathBySurfeit

Beyond the Mantle of Flesh is a very awesome spell, both in effect and description, plus the name isnt half bad either. - ArabianNinja

Hey, ArabianNinja, did you know that Aggravated damage already heals at the same rate as Lethal? The only difference between the two in Exalted is that most magic can't heal Agg. If that's okay and you just want this spell to allow the efficacy of further treatment, cool. Otherwise, you may want to adjust its effect on Aggravated damage. - IanPrice

Unless I'm mistaken, agg damage heals at half the same rate as lethal..DeathBySurfeit

You would be; in both editions, aggravated damage works as IanPrice describes. Page 234 for Ex1, and page 149 for Ex2. - LeumasWhite
Consider me mistaken! I wonder where I got that idea from? ...DeathBySurfeit

Ah, my mistake, a Minor revison has been made to suit, thanks for the feedback. For visuals think Skywalker Submerged in the Bacta Tank in Star Wars Episode 5 - ArabianNinja

Me and my silly inspirationes, I made a minor change. again... sigh - ArabianNinja, should really just leave it well enough alone.

Well, I'm gonna give this till the end of the week for someone to finish this Relay off with a Solar Circle spell, if friday comes and none is to be seen, I'll archive this page and put up a new theme. - ArabianNinja

Sounds good to me. Incidentally, whilst I like Emergency Revitalisation Procedure a lot, I'm very hesitant over its ability to reduce Limit - something that, as far as I know, nothing else does anywhere. It's effective and cheap enough, too, that a party with a ERP-equipped alchemical wouldn't need to even take Limit into consideration; something that removes a key element of the game, in my estimation...DeathBySurfeit
Yeah its somthing I was a slight bit conflicted about, perhaps I'll lower it to a single recovered point instead of as many successes instead, thus begging your Alchemical mage to spend 25 motes everytime you wanna drop your limit by 1 will get on their nerves and they Pholigiston Web you. Or maybe use Essence Over-Spike method :D - ArabianNinja
While I'm not a fan of limit reduction as it's written (due to comforting), I can make an argument for limit reduction in that the tank is fixing you back to your optimal design. As the Great Curse is, in fact, a flaw, and one that while not conscious of, wasn't in Autocthon's original design plans for the Exalted, I can see it reducing limit by one merely for that reason. Otherwise, I have to say I really like the spell, and given the dialogue ArabianNinja and I have had over sorcery, that's saying something. Congrats on not making my eyeballs bleed! -- GreenLantern, who, as Demon of Crunch, often has his eyeballs bleed at over-powered effects
Indeed the fixing of limit was intended to be something of Autochthon attempting to iron out the great curse, and while not being able to fully do so, alleviating it is the best he can do, untill his armies return and put creation to the sword, or untill someone finds the eye and re-calibrates the radiant amphoura. That aside, thanks for the thumbs up GL, I appreciate it, and yes, the butting of heads over the last lot was somthing I wanted to avoid this time around, so I appreciate the positive response. - ArabianNinja, making protocols over-powered in the right way, the Exalted way.
Side note. The comforting was to justify the willpower restoration, I really should have elaborated more, I forgot to add the line regarding the attempt at soothing the great curse a touch by knocking back points o' Limit - ArabianNinja