Spell Effect. In
combat, serious injuries can bring the most skilled warriors to their knees. If
this spell is cast by a skilled mage, it can make wounds that usually would take
days to heal, vanish in a matter of seconds. At lower levels Burning
Regeneration makes wounds heal faster and injuries, which otherwise might end
deadly, less harmful.
To describe it more technically, the spell uses the Element of Fire to make the natural healing processes in the body run faster, taking the energy of the element from the user's own cár'áll as well as part of the energy from the caster. This way Burning Regeneration will never drain one's own energy to such an extent that it is lethal for the caster. If there is not enough energy to regenerate the wounded person fully, only the greatest injuries are healed. However, if the wounded person at whom this spell is cast gets additional cár'áll from some source, it will be used to supplement his/her healing of the wounds as well.
To have an idea of what this spell actually does, see the details below:
Level 4-5: The recovery process goes a little faster. At this stage, the spell would not do any good for combat, only as a addition to normal healing after combat.
Level 6-7: At this level, normal wounds heal faster, allowing this spell to keep someone still alive when th blood loss has been too great, for example.
Level 8-9: At this level wounds normally deadly would not be lethal for the target. Normal wounds heal twice as fast.
Level 10 and up: Here the spell becomes good for quick combat recovery. Small wounds heal in a matter of minutes; broken ribs in hours. A finger that has been chopped of might in fact grow back (level 11).
As this spell is known to be of orcish
origin, the caster may draw something similar to the
orcish rune/symbol for life (or any other
life symbol the caster can use to focus his/her energies) on the bare chest of
the receiver. Then he has to utter the formula for
the spell, while concentrating on transferring a portion of his/her own
cár'áll to the spell. If the spell is
successful, then the blood used will glow and vanish, and the spell will be
active. The duration and strength of the spell depends on the skill of the
Magical Formula. (Still to be added.)
Target. Any living being with blood (affinity to the Element of Fire) in its veins.
Reagents. The blood of the target.
Magical School. Elemental Magic, Fire School,
Spell Class. (Still to be added.)
Range. No range, the caster has to be in contact with the target.
Casting Time. About 20 seconds.
Duration. Depends on the caster's level:
Level 4-5: Not more than 30 minutes
Level 6-7: Several hours
Level 8-9: Up to half a day
Counter Measures/Enhancing Measures.
This spell can only work if the target has the energy necessary to heal itself,
although some energy is put into the spell by the caster. How much that is,
cannot be foretold. So the best way to counter this spell is by draining the
target of natural energy. The regeneration spell will not go away, but it will
not be able to do its work. Optionally, one could use a dispelling spell to
remove it alltogether (e.g. the Ecuá spell
To enhance this spell, one could simply give the target something energizing, cast a spell of that nature, or let another mage participate in casting Burning Regeneration to add more cár'áll. The spell will use any focussed energy to heal the target as fast as possible.
Information provided by Silfer Darkflare