Knight Title: Silistra, Knight of Saturn ;
(Inspired by) Florence Nightingale
(Wonder)
SilistraChallenge: I'll bind your wounds..
Top Long sleeve nurse like
Bottoms -- Skirt
Gloves -- No
Belt -- No
Shoes -- Simple
Shoulders -- No
Accessories -- Lacey nurses bonnet, medical themed brooch
Weapon & Magic
Page Weapon: Unlit oil lamp
Squire: Lit oil lamp
Silistra’s oil lamp flares brighter when she channels her magic; the bandages around her staff uncoil and magically wrap around a target of her choice. The bandages will gravitate towards any injury and tightly bind them. Once binding an injury, the magic will begin to accelerate the healing. At this stage, the magic can heal small wounds (such as small cuts, gashes or bruising) fully if at least half her magic pool is spent on any one target. Larger injuries will have increased recovery but even if she uses her full magic pool she will not be able to fully heal them. Her magic comes with a price; for as long as she is casting, she will feel the pain of whatever injury she is healing. This does not cause real damage to her, but the sensation is uncomfortable. She has a magic pool of 30 seconds and can only heal one person at a time.
Knight Weapon: Oil lamp and staff
Silistra’s oil lamp flares brighter when she channels her magic; the bandages around her staff uncoil and magically wrap around a target of her choice. The bandages will gravitate towards any injury on her target and will tightly bind the wound. Once binding an injury, the magic will begin to accelerate the healing. At this stage, the magic can heal small wounds (such as small cuts, gashes or bruising) fully if at least a third of her magic pool is spent on any one target. Larger injuries will have increased recovery but even if she uses her full magic pool she will not be able to fully heal them. She can speed up the healing of greater injuries but cannot mend bones, muscles or nerves. Her magic comes with a price; for as long as she is casting, she will feel the pain of whatever injury she is healing. This does not typically cause real damage to her, but the sensation is uncomfortable and if she tries to heal heavy wounds she may take on some physical damage as well. She has a magic pool of 45 seconds and can only heal two people at a time.
Extra Information:
For heavy wounds the caster is unable to perform direct healing as the feedback becomes dangerous for the mind and can result in physical harm to the caster. The power allows acceleration of natural healing and the caster can reduce the pain of the injury by taking some of it onto themselves. This will still mend the outer flesh to stop bleeding and reduce pain but will not mend bones, muscles, and nerves. If the caster attempts a direct heal of a major wound it can quickly become life threatening to the caster.
Forgotten Spell: A shadowy, baseball sized cluster of magic manifests from her lamp. She can hurl it at an enemy up to ten feet away, and can summon the shadow ball three times. When hit, it feels as though someone has hurled a rock at the target; because the ball is a shadow, it can pass through obstacles on the way to the target. She can only use this magic on someone she can see.