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The spell mechanics themselves are quite simple you can use the spell that targets yourself from decision menu or if you wish to target others from character menu plots.
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They have access to just a single spell – healing, although it’s a bit different than the one others have, it can heal just the most minor of injuries and depressed and stressed traits. The druids double as priests for the nature religion. The witches have the same healing spell as sorcerers and a curse, the curse is the only spell you can use directly on character do him harm. The sorcerer is the most powerful of magic user, in addition to immortality, they have access to largest variety of spells - heal, charm, protect, participate in battles or sieges. They can use the spells for themselves or for their liege if they are on the liege’s council as court magicians. All of them have access to short list of spells each suitable for specific situation. The mod has three kinds of magic users – sorcerers, druids and witches. The Witcher setting is full of magic in many different form - sorcerers, magic artifacts and wide variety of monster. The first developement diary will talk about magic. Hedge Knight COAs (AGOT), the_hdk & Rabid Bogling Republic Trade Events income-scaled and attribute-weighted, riknap Succession Law Factions for Ultimogeniture and Tanistry, Jordarkelf If you cannot help the mod by contributing to it do post your feedback, bugreports or ideas for features and events you would like to see. We are looking for any help we can get - scripters, history writers, artists. If anyone wants to help out with this mod contact me or talias or post on this thread.
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