College of Medical Magicks
At this college you will train in the disciplines necessary to apply very specific alterations & modifications to the living body. All these spells will work equally well on any mammal; you may attempt them on other creatures, but success will depend on certain Saving Rolls. This school will also give you the knowledge to apply Poor Baby, Healing Feeling, and Too-Bad Toxin to any mammal as well.
A wizard must be at least Third Level to attend this college. The tuition is 2000 gp; the seminar requires one full week of intense study and an L1 IQ SR is required to pass. Upon successful completion of this course, you will receive the Owie Begone spell. The remainder of the college's spells will be available for you to purchase at the Guild.
Level One -- 500 gp
IQ = 10, DX = 8
Owie Begone / [D] / 4 / --
Anesthetizes a person, blocking all pain signals without affecting motor control (this could be hazardous). Lasts three turns.
Clot! / 1 / range 10'
Stops external bleeding. (This includes blood drain by a monster, requiring the monster to attack again to restart the drain.)
Level Three -- 1500 gp
IQ = 14, DX = 10
Scalpel, Please / 2 per CON / --
The caster's finger cuts a clean incision, doing 1 (or more) points of damage. Can be used as a weapon, or to do crude surgery (arrow removal, etc.) without excessive blood loss or risk of further infection.
Splint & Knit / 7 / --
Sets and heals one broken bone instantly.
Level Four -- 2000 gp
IQ = 16, DX = 11
Ker-Rack! / 10 / range 30'
If the caster's IQ is at least half the victim's CON or MR, he will cause one selected limb bone to shatter (this rarely kills, damage is usually 1-3d plus loss of use of limb).
Level Five -- 2500 gp
IQ = 18, DX = 12
Rag Doll / 20 / --
Cause paralysis. Denies victim all motor control below the neck. The effect is permanent but can be dispelled.
Level Six -- 3000 gp
IQ = 20, DX = 13
Stand Up & Walk / 25 / --
Cures paralysis from any cause except a severed spinal cord (a Clone Grown spell will have to be combined with this to cure that condition).
Level Seven -- 3500 gp
IQ = 22, DX = 14
Brain Strain / 24 / --
Causes permanent insanity. The nature of the insanity -- subtle disorientation to raging lunacy -- is up to the GM, but the experience difference between caster & victim should be taken into account. A 15th level Wizard should be able to induce any desired type of insanity in a 1st level Warrior.
Bread & Water / [D] / 15 / --
Suppresses a person's need for food & water for up to three days, after which the lack will have to be made up.
Level Eight -- 4000 gp
IQ = 24, DX = 15
Head Shrink / 30 / --
Will cure all insanity, except that from a divine cause.
Rippin' Stitchin' / 20 / range 60'
Will cause all wounds received (& previously healed) in the past 24 hours to instantly reopen.
Level Eleven -- 5500 gp
IQ = 30, DX = 18
Clone Grown / 40 / --
Limb regeneration. The stump must not have been cauterized, and the spell must be cast within three days of the severing. The limb will require 10 days to fully regrow.