Name: Quick Mend
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Defensive
Element: None
Cooldown: 2
Duration: Instant
Effect: Cuts and open injuries are instantly closed, leaving the one healed able to continue as if nothing has happened to them. Heals D rank damage
Name: Blood Clot
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Supplementary
Element: None
Cooldown: 2
Duration: 2
Effect: Free flowing blood from injuries, be they small cuts or large wounds, is effectively stemmed. The caster is creating a clot in the place of allowing nature to eventually do it. This allows the one the spell was cast on to continue fighting or training without blood loss affecting them.
Name: Bone Mend
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Supplementary
Element: None
Cooldown: 4
Duration: Instant
Effect: Tends to bruised bones and removes the damage before worse injuries can be inflicted.
Name: Strong Skin
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Defensive
Element: None
Cooldown: 5
Duration: 2
Effect: Prevents damage from 1 C rank spell or 2 D rank ones. It isn't perfect and can tend to make the fighter a little slower due to the hardening of the body to allow for such a protection. It also doesn't last very long so is best as a last resort.
Name: Blood Rush
Rank: C
Magic Cost: 20
Requirements: Healer-Make Magic
Class: Supplementary
Element: Water
Cooldown: 5
Duration: 2
Effect: Used as a debuff it can cause temporary blindness by causing blood to flow from the eyes. This limits the targets sight to only 10 meters in front of them. Good for distracting so one can run away.
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Defensive
Element: None
Cooldown: 2
Duration: Instant
Effect: Cuts and open injuries are instantly closed, leaving the one healed able to continue as if nothing has happened to them. Heals D rank damage
Name: Blood Clot
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Supplementary
Element: None
Cooldown: 2
Duration: 2
Effect: Free flowing blood from injuries, be they small cuts or large wounds, is effectively stemmed. The caster is creating a clot in the place of allowing nature to eventually do it. This allows the one the spell was cast on to continue fighting or training without blood loss affecting them.
Name: Bone Mend
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Supplementary
Element: None
Cooldown: 4
Duration: Instant
Effect: Tends to bruised bones and removes the damage before worse injuries can be inflicted.
Name: Strong Skin
Rank: D
Magic Cost: 10
Requirements: Healer-Make Magic
Class: Defensive
Element: None
Cooldown: 5
Duration: 2
Effect: Prevents damage from 1 C rank spell or 2 D rank ones. It isn't perfect and can tend to make the fighter a little slower due to the hardening of the body to allow for such a protection. It also doesn't last very long so is best as a last resort.
Name: Blood Rush
Rank: C
Magic Cost: 20
Requirements: Healer-Make Magic
Class: Supplementary
Element: Water
Cooldown: 5
Duration: 2
Effect: Used as a debuff it can cause temporary blindness by causing blood to flow from the eyes. This limits the targets sight to only 10 meters in front of them. Good for distracting so one can run away.
Last edited by Alexander OHowell on Sat Nov 08, 2014 8:30 pm; edited 3 times in total