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Vitality
Vitality 
 
It was the Yo’Tan who first taught the humans how to channel power from the Realm of Vitae.  The Fae and Naturae are too strongly linked to the spirit realm to be able to connect the other Realms, however many of the Yo’Tan used this power to gain great strength and skills in combat.  
 
It is the link to the Realm of Vitae that allows an person to take wounds and pain unto themselves and be able to resist pain, take the pain from others or even cure wounds and diseases. The Risen are permanently linked to the Realm of Shadow and so may never learn the secrets of Vitality. 
  
After the humans learn how to connect to this Realm they discovered a part that the Yo’Tan had not tried.  They realised that instead of taking wounds upon themselves to be stronger in combat they could use the more peaceful path of this discipline.  They managed to channel their own Vitae to cure wounds in others.  Unlike master physicians, their skills are only limited by the amount of time they have.  For as long as they can bear the pain they can keep healing people.  Although not a pleasant experience, members of warbands found that having a few healers meant that their troops were always at full health and fitness before each skirmish. 
  
In turn it was found that the having warriors skilled in this art with healers backing them made devastating warbands for the healers could remove the wounds the warriors had inflicted on themselves.  However, with preparation, the defensive abilities of those who can channel from the Spirit realm will mean that they will be able to withstand the onslaught of those with the Realm of Vitality behind them. 
 
Vitality Spells 
Requires: Vitality   
Learning Vitality allows the choice of one Vitality Spell, assuming that you have the  pre-requisite spells.  Other spells may be bought instead of skills. One spell instead of one skill.
Once a Vitality spell is learnt it may be cast as many times a day as possible.   
All spells are active therefore cannot be cast whilst crippled. All spells, including Vitality spells, channel power from another Realm.   
You cannot use any active skills whilst performing a spell – so you may not fight during the rite stage.
 
Stabilise 
By the powers of vitality I cause your wounds to Stabilise   
Requires:         Vitality
Preparation Time: None
Duration: Instant
Backlash: Crippled for 10 Seconds
 
By touching a person in the Dying or Fatally wounded State with their primary hand and speaking the activation phrase – then the Death Count is suspended.   This does not heal any wounds. This spell does not work on the Risen.  The caster is Crippled for ten seconds after the spell.   
 
Relieve Pain 
By the powers of vitality I relieve your pain   
Requires:         Vitality, Stabilise
Preparation Time: None
Duration: Instant
Backlash: Crippled for 1 Minute
 
By touching a person in the crippled State with their primary hand and speaking the activation phrase – then the target is no longer crippled. This doesn't make the target immune to being Crippled, nor does this does not heal any wounds. The caster is crippled for one minute after the spell.   This spell does not work on the Risen.   The caster cannot use this spell on themselves.
 
Heal Wound 
By the powers of vitality I heal this wound   
Requires:         Vitality, Stabilise 
Preparation Time: None
Duration: Instant
Backlash: Crippled for 30 Seconds
 
By touching a wounded location with their primary hand and speaking the activation phrase this will heal a wound or a point of endurance damage to the target  If the person was bandaged before the bandage can now removed without the wound reoccurring.  The caster is crippled for thirty seconds after casting the spell. This spell does not work on the Risen.  The caster cannot use this spell on themselves.
 
Cure Disease 
By the powers of vitality I cure disease   
Requires:         Vitality Heal Wound
Preparation Time: None
Duration: Instant
Backlash: Crippled for 1 Minute
 
By touching a diseased person with their primary hand and speaking the activation phrase this will remove the Blight effect. The caster is crippled for one minute after the spell.   This spell does not work on the Risen.  This spell cannot be cast on the caster.
 
Purge Poison 
By the powers of vitality I purge poison   
Requires:         Vitality Heal Wound
Preparation Time: None
Duration: Instant
Backlash: Crippled for 1 Minute
 
By touching a poisoned person with their primary hand and speaking the activation phrase this will remove the Venom or Bane effect.   The caster is crippled for one minute after the spell.   This spell does not work on the Risen.  
 
Resist Pain  (Special)
By the powers of vitality I resist pain  
Requires:         Vitality
Preparation Time: None
Duration: 1 Minute
Backlash: 1 Endurance Damage / Wound to Chest
 
The caster may ignore the crippled state for the one minute.  Unlike many abilities they can cast this spell whilst they are already crippled. The caster takes point of Endurance damage, if they have no endurance left; they take a wound to the chest.
 
Frenzy 
By the powers of vitality I call forth a frenzy   
Requires:         Vitality, resist pain
Preparation Time: None
Duration: 5 Minutes
Backlash: Cannot cast spells during frenzy
 
By speaking the activation phrase the caster enters a berserk rage. They are not capable of rational action and must charge headlong into combat (apart from OOC safety concerns) or flee away from it.  They can cast no further spells whilst under a frenzy however they are immune to the crippled and dying conditions. The frenzy lasts for five minutes and cannot be stopped apart from by the target being Unconscious.  If the caster is wounded to any location at the end of the frenzy they enter the dying status and their death count starts.
 
Blood Rage
By the powers of vitality I enter a blood rage
Requires:         Vitality, Resist Pain, Frenzy, Weapon Expertise - Polearm, Yo’Tan
Preparation Time: None
Duration: 5 Minutes
Backlash: Cannot cast spells during blood rage
 
Requires: By speaking the activation phrase the caster enters a berserk rage. They are not capable of rational action and must charge headlong into combat (apart from OOC safety concerns) or flee away from it.  They can cast no further spells whilst under a frenzy however they are immune to the crippled and dying conditions. The frenzy lasts for five Minutes and cannot be stopped apart from by the target being Unconscious.  During the blood rage the caster may strike for Strikedown once per minute. If the caster is wounded to any location at the end of the frenzy they enter the dying status and their death count starts. 
 
Regeneration  (Special)
By the powers of vitality I regenerate my body  
Requires:         Vitality, Resist Pain
Preparation Time: None
Duration: 5 Minutes or fully healed
Backlash: Crippled for entire duration
 
By speaking the activation phrase the caster starts to regenerate.   They regain one point of endurance, or heal a wound per minute; however they are crippled whilst they are regenerating. This lasts until all wounds and endurance have been restored or five minutes has passed, whichever occurs first.  Unlike many abilities they can cast this spell whilst they are already crippled. Regeneration will always heal wounds before endurance.
 
Great Strength 
By the powers of vitality I call forth Great Strength   
Requires:         Vitality, Resist Pain, Frenzy, Weapon Expertise – Polearm or Spear
Preparation Time: None
Duration: 30 Seconds
Backlash: 1 Endurance Damage / Wound to Chest
 
By speaking the activation phrase can strike with a polearm or a spear with great strength. The blow must be struck within the next thirty seconds or the strength is lost. If striking with a spear they may strike for Pierce.  If striking with a Spear they may strike for Crush.  They need the relevant expertise for their weapon.   
The caster takes point of Endurance damage, if they have no endurance left; they take a wound to the chest.   
 
     
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