[Wizard nods at the assessment of his time spells.]
"Indeed. The amount that the clock can be turned back is, of course, limited and the spells are very demanding. It is much easier to stop or simply slow the flow of time than it is to turn it back but, if the injured party is able to give precise enough direction as to when the injury occurred, it's possible to reverse the course of the wound's progression to a point that it ceases to exist. It is far less efficient than simply using restoration magic though. The kinds of spells used by the servants of the Three Goddesses are infinitely better suited at mending wounds than rewinding the course of time, so I would imagine it would be more of a last resort than a primary method of care."
[Sephiroth's question about dungeons strikes him as curious. He'd travelled far and wide and the verbology for delves and dungeons had been pretty standard, so he'd assumed everyone called such pits of fiends and foes by the same terms. How strange if they called them by something else here, or perhaps called it by a different name where the tall man himself came from.]
"Monsters, or just brigands and naredowells. Pirates, thieves, undead, and even demons can call dungeons home and they can come in all manner of shapes and sizes. Places like Ghost Ship Cove seemed like relatively ordinary holdfasts for outlaws, but concealed the legendary Kraken at its heart. Other dungeons are more obvious, such as the Bilbaron Subterranean Fortress or the Wizard Wallace's Underground Labyrinth. Those are more on-the-nose in being sprawling complexes of traps, twists, and turns suitable only for fiends and the undead to call home. Sometimes the denizens of these places can wander out into civilization but, generally, the deadlier the creatures the more sharply they cling to the ruins they've carved-out for themselves."
no subject
"Indeed. The amount that the clock can be turned back is, of course, limited and the spells are very demanding. It is much easier to stop or simply slow the flow of time than it is to turn it back but, if the injured party is able to give precise enough direction as to when the injury occurred, it's possible to reverse the course of the wound's progression to a point that it ceases to exist. It is far less efficient than simply using restoration magic though. The kinds of spells used by the servants of the Three Goddesses are infinitely better suited at mending wounds than rewinding the course of time, so I would imagine it would be more of a last resort than a primary method of care."
[Sephiroth's question about dungeons strikes him as curious. He'd travelled far and wide and the verbology for delves and dungeons had been pretty standard, so he'd assumed everyone called such pits of fiends and foes by the same terms. How strange if they called them by something else here, or perhaps called it by a different name where the tall man himself came from.]
"Monsters, or just brigands and naredowells. Pirates, thieves, undead, and even demons can call dungeons home and they can come in all manner of shapes and sizes. Places like Ghost Ship Cove seemed like relatively ordinary holdfasts for outlaws, but concealed the legendary Kraken at its heart. Other dungeons are more obvious, such as the Bilbaron Subterranean Fortress or the Wizard Wallace's Underground Labyrinth. Those are more on-the-nose in being sprawling complexes of traps, twists, and turns suitable only for fiends and the undead to call home. Sometimes the denizens of these places can wander out into civilization but, generally, the deadlier the creatures the more sharply they cling to the ruins they've carved-out for themselves."