NWoD Mage the Awakening Spell Heal Flora and Fauna

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Heal Flora and Fauna: Life 2 (MtA p.182)

Practice: Ruling

Action: Instant

Duration: Lasting

Aspect: Covert

Cost: None

Rote Pools: Free Council Rote: Intelligence + Medicine + Life

Guardians of the Veil Rote: Intelligence + Medicine + Life

Description: The mage can heal the wounds of animals and plants.

As with “Self Healing,” MtA p. 183, but the mage can cast this spell upon nonhuman life. At this level, the mage must touch the target. With Life 3, he can cast this spell at sensory range.

GMC Rules

Any rulings that are added - such as spells being converted into conditions, or providing conditions - can be detailed here. If there are no such things to be added, this section can be removed.

House Rules

Chronicle 1

House rules for Chronicle 1 go here. If there are none to speak of, delete this section. If there are multiple chronicles with different house rules, simply replicate this section (everything from ===Chronicle 1=== and onward) for each chronicle.


(this is going to eventually be a bunch of links. For now, just hop back to the Spells page. DO NOT EDIT THIS SECTION.)