Show List
|
Area of Effect |
Duration |
Range |
||
| 1 | Muscle Lore | 1 target | - | touch |
| 2 | Tendon Lore | 1 target | - | touch |
| 3 | Sprain Repair | 1 target | P | touch |
| 4 | Muscle Repair I | 1 target | P | touch |
| 5 | Limb Preservation | 1 target | 1 day/lvl | touch |
| 6 | Tendon Repair I | 1 target | P | touch |
| 7 | - | - | - | - |
| 8 | - | - | - | - |
| 9 | Muscle Repair III | 1 target | P | touch |
| 10 | Tendon Repair III | 1 target | P | touch |
Muscle Law
Closed Channeling List
Show Details
- 01 - Muscle Lore
Caster acquires a complete understanding of any muscle damage, including the tools and methods required for healing; caster does not receive the skill or power to perform the cure.
- 02 - Tendon Lore
As Muscle Lore, except the knowledge obtained concerns the healing of tendon damage.
- 03 - Sprain Repair
Allows caster to repair (not replace) 1 sprain; recovery time: 1 hour.
- 04 - Muscle Repair I
Allows caster to repair, but not replace, 1 damaged muscle. Recovery time is 1 hour.
- 05 - Limb Preservation
Allows caster to prevent the deterioration of 1 limb (even while severed). Also requires use of same spells from Nerve Law, Bone Law, and Blood Law.
- 06 - Tendon Repair I
Allows caster to repair one damaged tendon; recovery time: 1 hour.
- 07 -
...
- 08 -
...
- 09 - Muscle Repair III
As Muscle Repair I, except caster can repair 3 damaged muscles.
- 10 - Tendon Repair III
As Tendon Repair I, except caster can repair 3 damaged tendons.
Show List
|
Area of Effect |
Duration |
Range |
||
| 11 | - | - | - | - |
| 12 | Joining | 1 target | P | touch |
| 13 | Muscle Repair True | 1 target | P | touch |
| 14 | - | - | - | - |
| 15 | Tendon Repair True | 1 target | P | touch |
| 16 | - | - | - | - |
| 17 | Mass Muscle Repair | varies | P | touch |
| 18 | - | - | - | - |
| 19 | Mass Tendon Repair | varies | P | touch |
| 20 | Muscle Regeneration | 1 target | P | touch |
Muscle Law
Closed Channeling List
Show Details
- 11 -
...
- 12 - Joining
Allows caster to reattach limb, but requires use of Bone Law, Blood Law, and Nerve Law Joining spells in order to restore functional status; limb is fully functional in 1-10 days.
- 13 - Muscle Repair True
As Muscle Repair I, except recovery is instantaneous and requires 1 minute “operation” (concentration by caster).
- 14 -
...
- 15 - Tendon Repair True
As Tendon Repair I, except recovery is instantaneous and requires 1 minute “operation” (concentration by caster).
- 16 -
...
- 17 - Mass Muscle Repair
Allows repair of 1 muscle per level of the caster (e.g., a 17th level caster can repair 17 muscles); spell can be used as long as caster concentrates (i.e., caster can move from target to target until he has healed a number of muscles equal to his level); recovery time: 1 hour.
- 18 -
...
- 19 - Mass Tendon Repair
As Mass Muscle Repair, except caster heals tendons.
- 20 - Muscle Regeneration
Allows caster to regenerate 1 muscle; regrowth takes 1-10 hrs, depending on extent of loss.
Show List
|
Area of Effect |
Duration |
Range |
||
| 25 | Joining True | 1 target | P | touch |
| 30 | Tendon Regeneration | 1 target | P | touch |
| 50 | Mass Repair True | varies | P | 100' R |
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - | ||||
| - |
Muscle Law
Closed Channeling List
Show Details
- 25 - Joining True
As Joining, except limb is fully functional in 10 minutes (provided caster also uses the other three Joining True spells).
- 30 - Tendon Regeneration
Allows caster to regenerate 1 tendon; regrowth takes 1-10 hrs, depending on extent of loss.
- 50 - Mass Repair True
As Mass Muscle Repair, except any combination of muscles and tendons may be healed, the range is 100', and recovery is instantaneous.
