Closed Channeling-Muscle Law

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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.


Special Notes

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.


Special Notes

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
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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.


Special Notes