<strong>Mend</strong><br/>Mend is a fairly potent healing magic but its natural origins<br/>are revealed by its chief limitation; the spell can only be cast<br/>while the Brotherhood wizard is standing in a free-flowing<br/>unpolluted stream or river. The magic causes the water<br/>to ‘wash away’ pain and injury, leaving the caster either<br/>unharmed or at least partially healed for his efforts.<br/>This magic does not differ greatly at its various Tiers. Each<br/>Tier of spell heals another multiple of the caster’s base magical<br/>damage. At the Tier one effect, he is healed an amount equal<br/>to his base magical damage only. The second Tier of effect<br/>means that double the dice are rolled, while the third Tier of<br/>effect triples the dice rolled. This spell can restore any kind of<br/>Endurance damage but will not heal ability damage or drain.<br/>Mend can also be cast on other targets who are in free-flowing<br/>water, but only one Mend of any Tier can be cast on a given<br/>target (including the caster) each hour. A failed casting of<br/>Mend is particularly draining for a caster – the Brotherhood<br/>member loses the ability to cast Mend using that particular<br/>stream or river for 24 hours, as he cannot reconcile his magical<br/>aptitude with this particular body of free-flowing water.<br/>