While this skill allows healing oneself, it is also an empathic ability whereby the healer takes the wounds or ailments of another into him or herself. Ailments are generally categorized by type (such as ailments of the nervous system, blood system, etc.) or by humours. Eventually, healers can heal deep wounds of others and even heal from afar. It should be noted that while it takes mana to heal oneself, healing another drains directly from the ego. There is always the danger of the healer suffering burn out, a painful experience that will result in being unable to use the healing skill for a period of time.
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Succor |
Inept |
Diagnose, heal and cure others.
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Heal |
Inept +50% |
Heal your body of damage.
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Curing |
Novice |
The ability to cure yourself of ailments.
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Skin |
Novice +33% |
Soothe the skin and cure conditions thereof.
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Temperature |
Novice +66% |
Cure the effects of temperature extremes.
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Fractures |
Apprentice |
Knit together fractures.
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Glandular |
Apprentice +33% |
Cure glandular conditions.
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Senses |
Apprentice +66% |
The ability to cure diseases of the senses.
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Neurosis |
Capable |
Treat neurotic mental disorders.
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Deepheal |
Capable +33% |
Heal the deep wounds of the body.
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Breaks |
Capable +66% |
Mend broken bones.
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Auras |
Adept |
Concentrate your energies into mystic auras.
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Choleric |
Adept +33% |
Directly treat choleric temperaments.
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Curses |
Adept +66% |
Lift small curses that plague the spirit.
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AuraShift |
Master |
Shift your healing auras onto a patient.
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Muscles |
Master +33% |
Cure diseases that infect the muscular system.
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Sanguine |
Master +66% |
Directly treat sanguine temperaments.
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Stamina |
Gifted |
You may now raise up to three healing auras.
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Blood |
Gifted +33% |
Restore the purity and flow of blood.
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Melancholic |
Gifted +66% |
Directly treat melancholic temperaments.
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Phobias |
Expert |
Search out and destroy the root of phobias.
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Quicken |
Expert +33% |
Vastly speed your proficiency with healing.
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Phlegmatic |
Expert +66% |
Directly treat phlegmatic temperaments.
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Farheal |
Virtuoso |
Heal and cure others from afar.
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Nervous |
Virtuoso +25% |
Cure conditions that affect the nervous system.
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Depression |
Virtuoso +50% |
Lift the spirits of those in depressive states.
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Flushing |
Virtuoso +75% |
Flush away toxins which foul the body.
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Vitality |
Fabled |
An aura to protect yourself while healing.
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Auric |
Fabled +25% |
Cleanse the aura of negative tumours.
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Sacrifice |
Fabled +50% |
Make the ultimate sacrifice to heal another.
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Mania |
Fabled +75% |
Analyze and treat different forms of mania.
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Insanity |
Mythical |
Relieve someone of their Astral born insanity.
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Euphoria |
Mythical +25% |
Your fulminating skill may radiate five auras.
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Regenerate |
Mythical +50% |
Regenerate missing or mangled limbs.
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AuraWarp |
Mythical +75% |
Induce decay and deterioration in transgressors.
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Bedevil |
Transcendent |
Channel afflictions into a victim.
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Healing the Earth (by Fania)
Succor
Syntax:
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SUCCOR <target>|ME
SUCCOR WOUNDS <target>|ME [SIMPLE]
HEAL <target>
CURE <target> <type of ailment>
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This empathic ability simply allows you to diagnose, heal and cure others who are in your location. Please note that the cost for this empathic ability:
- Healing yourself drains ego.
- Curing yourself drains mana.
- Healing others drains health.
- Curing others drains ego.
WARNING: If your ego drops to 0 or less while administering the cure, your spirit will be damaged and your healing powers will be burnt out for one full Lusternian day.
Additional Notes:
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Burnout costs experience, though not as much as a death.
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Heal
Using this ability, you may restore loss of health, which will drain your ego. If your ego falls below 0, you will suffer healing burnout.
Curing
Syntax:
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CURE ME <type of ailment>
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You can cure ailments on yourself. The types of ailments that can be cured increases as your skill does. It will always require mana to cure yourself.
Additional Notes:
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Curing yourself requires but does not consume balance and equilibrium.
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Skin
Syntax:
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CURE <target> SKIN
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Get rid of common ailments of the skin, including itching, allergies to sunlight, the pox, and the dreaded scabies.
Additional Notes:
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Same cures as liniment salve.
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Temperature
Syntax:
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CURE <target> TEMPERATURE
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This will cure the symptoms caused by extremely hot or cold temperatures, such as being on fire, frozen or shivering.
Additional Notes:
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Same cures as frost potion.
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Fractures
Syntax:
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CURE <target> FRACTURES
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Fractured bones of the wrist, jaw, ribs and arms will be knit together.
Additional Notes:
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Same cures as the arnica herb.
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Glandular
Syntax:
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CURE <target> GLANDULAR
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Cure the body of glandular disorders, such as the overactive sweat glands that cause slickness.
Additional Notes:
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Same cures as the calamus herb.
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Senses
Syntax:
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CURE <target> SENSES
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Cure ailments that attack the five common senses, such as blindness, deafness, concussion, sensitivity, and vertigo.
Additional Notes:
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Same cures as the myrtle herb, plus concussion.
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Neurosis
Syntax:
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CURE <target> NEUROSIS
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Cure many neurotic tendencies, including impatience, insomnia, loneliness, shyness, anorexia and masochism.
Additional Notes:
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Same cures as smoking colstfoot.
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Deepheal
Syntax:
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DEEPHEAL <target> <HEAD|CHEST|GUT|LEFT/RIGHT ARM|LEFT/RIGHT LEG>
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You can determine and heal the body of deep wounds, which are often hidden from sight. In a similar manner to other healing abilities, healing yourself drains ego, and healing others drains your health.
Breaks
Syntax:
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CURE <target> BREAKS
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You can knit broken bones, including arms, legs, skull and jaw.
Additional Notes:
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Same cures as the mending salve.
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Auras
Syntax:
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RADIATE <aura>
RADIATE PURITY <target> (to cure the aurawarp plague)
CUT AURA <person> <aura>
AURAS
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In banishing the mysterious plague which spawned from the depths of the Balach Swamp, the Healers of the Basin of Life uncovered new arts - learning to radiate powerful healing auras around themselves. A healer may radiate a health aura, or an aura of any branch of healing they personally know (e.g. skin or temperatures). Each aura the Healer has raised will cost the Healer a continual drain upon their ego.
Choleric
Syntax:
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CURE <target> CHOLERIC
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Restore the imbalance in the choleric humours. This will cure one of the following ailments: vomiting blood, worms, love potion, and hypersomnia.
Additional Notes:
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Same cures as the choleric purgative.
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Curses
Syntax:
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CURE <target> CURSES
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You can lift one of the following curses from another: recklessness, healthleech, dissonance.
Additional Notes:
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Same cures as the horehound herb.
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AuraShift
Syntax:
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AURASHIFT <aura> <patient>
AURASENSE <ON|OFF>
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An accomplished Healer may shift auras from themself onto a patient, thereby transferring their own healing powers to another. The Healer may also attune themselves to the unique signature of their auras, sensing when they dissipate upon their patients.
Muscles
Syntax:
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CURE <target> MUSCLES
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Cure muscular disorders, such as torn or sliced muscles, weakness, rigormortis or paralysis.
Additional Notes:
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Same cures as the marjoram herb, plus paralysis.
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Sanguine
Syntax:
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CURE <target> SANGUINE
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Restore the imbalance in the sanguine humours. This will cure one of the following ailments: hemophelia, healthleech, confusion and lethargy. It will also close slit throats and loss of scalps.
Additional Notes:
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Same cures as the sanguine purgative.
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Stamina
You may now raise up to three healing auras upon yourself at any given time.
Blood
Syntax:
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CURE <target> BLOOD
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Purifying the blood will cure one of the following: hemophelia, lethargy, dangerous blood clots, relapsing or sliced arteries in the limbs or throat. You will also absorb the bleeding wounds of your target.
Additional Notes:
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Same cures as the yarrow herb.
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Melancholic
Syntax:
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CURE <target> MELANCHOLIC
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Restore the imbalance in the melancholic humours. This will cure one of the following ailments: punctured lungs, asthma, dizziness, the vapors, or sensitivity.
Additional Notes:
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Same cures as the melancholic purgative.
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Phobias
Syntax:
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CURE <target> PHOBIAS
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Cure many types of phobias, including agoraphobia, claustrophobia, vestiphobia and hypochondria.
Additional Notes:
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Same cures as the wormwood herb.
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Quicken
Syntax:
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RADIATE SPEED
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Power: 3 (Any)
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The quickening is a special aura, which cannot be transferred and does not count against the Healer's number of currently raised auras, which vastly increases the efficiency of the Healer in their art. For a short duration, the equilibrium loss caused by any healing will be halved.
Phlegmatic
Syntax:
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CURE <target> PHLEGMATIC
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Restore the imbalance in the phlegmatic humours. This will cure one of the following ailmenets: the aeon curse, powersink, shyness, generosity and weakness.
Additional Notes:
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Same cures as the phlegmatic purgative.
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Farheal
Syntax:
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FARHEAL <target>
FARCURE <target>
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You may heal or cure others from afar, as long as they're within your local area, and outdoors. Note that this is a greater drain on the ego than if the patient is in the same room.
Nervous
Syntax:
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CURE <target> NERVOUS
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Healing nervous disorders will cure one of the following: clumsiness, dizziness, epilepsy, vapors, hemiplegy or pierced nerves in the limbs.
Additional Notes:
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Same cures as the kombu herb.
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Depression
Syntax:
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CURE <target> DEPRESSION
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You can cure the mind of ailments caused by depression, including addiction, generosity, the lover's curse, and gluttony.
Additional Notes:
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Same cures as the galingale herb.
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Flushing
Syntax:
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FLUSH BODY
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Power: 1 (Any)
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Flush yourself of toxins and you will rid yourself of the ailments normally cured by the antidote potion.
Additional Notes:
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Same cures as the antidote potion.
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Vitality
Syntax:
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RADIATE VITALITY
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Power: 10 (Any)
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Vitality is a special aura, which cannot be transferred and does not count against the Healer's number of currently raised auras, that protects the Healer from the physical backlash caused by absorbing others' wounds into themself. If the Healer overwhelms their ability to absorb wounds, the vitality aura will flare and save the Healer from certain death.
Auric
Syntax:
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CURE <target> AURIC
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Cleansing the aura of negative spiritual tumours will cure one of the following: pacification, aeon curse, peace, powersink, punctured aura, succumb, jinx.
Sacrifice
Syntax:
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SACRIFICE FOR <person|ALLIES>
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Power: 2 (Any) (for singular sacrifice)
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In cases of dire need, sometimes a Healer is called upon to make the ultimate sacrifice to save another. You may either choose to sacrifice your own health and well-being for a singular person, in which case you will be severely weakened (or, if you are not healthy enough to begin with, you will die), or for your allies, in which case you will have to give up your life.
When sacrificing for your allies, all your personal allies in your local area will be affected, whereas when sacrificing for a singular person, you must be in the same location as that person.
NOTE: When you die due to sacrificing for your allies, though not for a singular person, your body will crumble away with your lifeforce, and the vitae defence will be ignored.
Mania
Syntax:
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CURE <target> MANIA
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Restore the mind from manic attacks of confusion, dementia, hallucinations, paranoia and stupidity.
Additional Notes:
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Same cures as the pennyroyal herb.
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Insanity
Syntax:
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CURE <target> INSANITY
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Siphon some of the Astral induced insanity from your target unto yourself.
Euphoria
You may now raise up to five healing auras upon yourself at any given time.
Regenerate
Syntax:
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CURE <target> REGENERATE [HEAD | CHEST | GUT | ARMS | LEGS]
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Regenerate lost or mangled limbs, a crushed chest, burst organs, fully collapsed lungs, and even disembowelments.
Additional Notes:
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Same cures as regeneration salve.
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AuraWarp
Syntax:
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RADIATE AURAWARP <victim>
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Power: 2 (Any)
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The most accomplished Healers understand the inner workings of the physical body to such a degree that their benevolent arts may be turned to a darker purpose in dire times - that of ravaging the internal workings of the mortal coil. The healer may reproduce the workings of the deadly and mysterious plague that ran rampant through the Basin of Life in year 181 after the Coming of Estarra, though it is - unlike that plague - not contagious and is cureable through simple herbal remedies. Your victim, however, will be unable to cure themself of this plague while in your presence.
Bedevil
Syntax:
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RADIATE BEDEVIL <victim>
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Power: 4 (Any)
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The deadliest and darkest of the debilitating auras, bedeviling a victim will cause new ailments to spring up in the place of cured ones, confounding most of their attempts to treat their sicknesses. A grave malady indeed for anyone devoted to Healing to inflict upon another it is reserved for only the most abominable transgressors. Your victim will be unable to cure themself of bedevilment so long as they are in your presence.