Difference between revisions of "Healing"

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{{SkillTableHeader}}
|-
{{SkillTableRow|Succor|Inept|0|Diagnose, heal and cure others.}}
|[[#Succor|Succor]]||Inept||Diagnose, heal and cure others.
{{SkillTableRow|Heal|Inept|33|Heal your body of damage.}}
|-
{{SkillTableRow|Curing|Inept|66|The ability to cure yourself of ailments.}}
|[[#Heal|Heal]]||Inept +50%||Heal your body of damage.
{{SkillTableRow|Sensory|Novice|0|The ability to cure sensory ailments.}}
|-
{{SkillTableRow|Auras|Novice|33|Concentrate your energies into mystic auras.}}
|[[#Curing|Curing]]||Novice||The ability to cure yourself of ailments.
{{SkillTableRow|Fractures|Novice|66|Knit together fractures.}}
|-
{{SkillTableRow|Anesthesia|Apprentice|0|Relieve your patient of his pain.}}
|[[#Skin|Skin]]||Novice +33%||Soothe the skin and cure conditions thereof.
{{SkillTableRow|Purify|Apprentice|33|Purify the body while healing.}}
|-
{{SkillTableRow|Neurosis|Apprentice|66|Treat neurotic mental disorders.}}
|[[#Temperature|Temperature]]||Novice +66%||Cure the effects of temperature extremes.
{{SkillTableRow|Deepheal|Capable|0|Heal the deep wounds of the body.}}
|-
{{SkillTableRow|Bolster|Capable|33|Bolster your patient's aura from impending harm.}}
|[[#Fractures|Fractures]]||Apprentice||Knit together fractures.
{{SkillTableRow|Sanitise|Capable|66|Thoroughly clean the skin.}}
|-
{{SkillTableRow|Choleric|Adept|0|Directly treat choleric temperaments.}}
|[[#Glandular|Glandular]]||Apprentice +33%||Cure glandular conditions.
{{SkillTableRow|Farheal|Adept|33|Heal and cure others from afar.}}
|-
{{SkillTableRow|AuraShift|Adept|66|Shift your healing auras onto a patient.}}
|[[#Senses|Senses]]||Apprentice +66%||The ability to cure diseases of the senses.
{{SkillTableRow|Flay|Master|0|Flay the aura of another to dampen his health.}}
|-
{{SkillTableRow|Inspirit|Master|33|Boost your healing.}}
|[[#Neurosis|Neurosis]]||Capable||Treat neurotic mental disorders.
{{SkillTableRow|Sanguine|Master|66|Directly treat sanguine temperaments.}}
|-
{{SkillTableRow|Apathy|Gifted|0|Suppress your empathy.}}
|[[#Deepheal|Deepheal]]||Capable +33%||Heal the deep wounds of the body.
{{SkillTableRow|Phlegmatic|Gifted|25|Directly treat phlegmatic temperaments.}}
|-
{{SkillTableRow|Quicken|Gifted|50|Vastly speed your proficiency with healing.}}
|[[#Breaks|Breaks]]||Capable +66%||Mend broken bones.
{{SkillTableRow|BendAura|Gifted|75|Short circuit afflictions to each other.}}
|-
{{SkillTableRow|Serenity|Expert|0|Your proficiency in absorbing wounds increases.}}
|[[#Auras|Auras]]||Adept||Concentrate your energies into mystic auras.
{{SkillTableRow|Auric|Expert|33|Cleanse the aura of negative tumours.}}
|-
{{SkillTableRow|Invigorate|Expert|66|Empower your patients to aid their recovery.}}
|[[#Choleric|Choleric]]||Adept +33%||Directly treat choleric temperaments.
{{SkillTableRow|Projection|Virtuoso|0|Project your aura to aid your allies.}}
|-
{{SkillTableRow|Vitality|Virtuoso|33|An aura to protect yourself while healing.}}
|[[#Curses|Curses]]||Adept +66%||Lift small curses that plague the spirit.
{{SkillTableRow|Attend|Virtuoso|66|Attend to your patient by linking your auras.}}
|-
{{SkillTableRow|Sacrifice|Fabled|0|Make the ultimate sacrifice to heal another.}}
|[[#AuraShift|AuraShift]]||Master||Shift your healing auras onto a patient.
{{SkillTableRow|Mania|Fabled|33|Analyze and treat different forms of mania.}}
|-
{{SkillTableRow|Insanity|Fabled|66|Relieve someone of their Astral born insanity.}}
|[[#Muscles|Muscles]]||Master +33%||Cure diseases that infect the muscular system.
{{SkillTableRow|Cauterize|Mythical|0|Cure an affliction by burning away the aura.}}
|-
{{SkillTableRow|Regenerate|Mythical|33|Regenerate missing or mangled limbs.}}
|[[#Sanguine|Sanguine]]||Master +66%||Directly treat sanguine temperaments.
{{SkillTableRow|Draw|Mythical|66|Draw out afflictions onto yourself.}}
|-
{{SkillTableRow|Bedevil|Transcendent|100|Channel afflictions into a victim.}}
|[[#Stamina|Stamina]]||Gifted||You may now raise up to three healing auras.
|-
|[[#Blood|Blood]]||Gifted +33%||Restore the purity and flow of blood.
|-
|[[#Melancholic|Melancholic]]||Gifted +66%||Directly treat melancholic temperaments.
|-
|[[#Phobias|Phobias]]||Expert||Search out and destroy the root of phobias.
|-
|[[#Quicken|Quicken]]||Expert +33%||Vastly speed your proficiency with healing.
|-
|[[#Phlegmatic|Phlegmatic]]||Expert +66%||Directly treat phlegmatic temperaments.
|-
|[[#Farheal|Farheal]]||Virtuoso||Heal and cure others from afar.
|-
|[[#Nervous|Nervous]]||Virtuoso +25%||Cure conditions that affect the nervous system.
|-
|[[#Depression|Depression]]||Virtuoso +50%||Lift the spirits of those in depressive states.
|-
|[[#Flushing|Flushing]]||Virtuoso +75%||Flush away toxins which foul the body.
|-
|[[#Vitality|Vitality]]||Fabled||An aura to protect yourself while healing.
|-
|[[#Auric|Auric]]||Fabled +25%||Cleanse the aura of negative tumours.
|-
|[[#Sacrifice|Sacrifice]]||Fabled +50%||Make the ultimate sacrifice to heal another.
|-
|[[#Mania|Mania]]||Fabled +75%||Analyze and treat different forms of mania.
|-
|[[#Insanity|Insanity]]||Mythical||Relieve someone of their Astral born insanity.
|-
|[[#Euphoria|Euphoria]]||Mythical +25%||Your fulminating skill may radiate five auras.
|-
|[[#Regenerate|Regenerate]]||Mythical +50%||Regenerate missing or mangled limbs.
|-
|[[#AuraWarp|AuraWarp]]||Mythical +75%||Induce decay and deterioration in transgressors.
|-
|[[#Bedevil|Bedevil]]||Transcendent||Channel afflictions into a victim.
|-
|}
|}
[[Image:Healing.jpg|thumb|Healing the Earth (by Fania)]]


==Succor==
{{AB
|skillname = Succor
|syntax = SUCCOR <target{{!}}ME> <br>
SUCCOR WOUNDS <target{{!}}ME> [SIMPLE] <br>
HEAL <target{{!}}ME> <br>
CURE <target{{!}}ME> <type of ailment> <br>
EMPATHY
|description = This empathic ability simply allows you to diagnose, heal, and cure yourself or others who are in your location. Healing or curing others will increase your empathy, which further strengthens your healing powers but lessens the amount of [[aurawarp]] your offensive abilities inflict against your foes. In contrast, only using your curing powers on yourself will decrease your empathy. The lower your empathy, the more mana it costs to use curing abilities on yourself. To take account of your current amount of empathy, use EMPATHY.


{|
Please note the costs for this empathic ability:
|-
| style="background:darkblue; color:white"|'''Syntax:'''
Healing yourself drains ego.
|-
Curing yourself drains mana and decreases your empathy.
| style="background:lightblue"|<tt>SUCCOR <target>|ME</tt><br/>
Healing others drains your health and increases your empathy.
<tt>SUCCOR WOUNDS <target>|ME [SIMPLE]</tt><br/>
Curing others drains ego and increases your empathy.
<tt>HEAL <target></tt><br/>
<tt>CURE <target> <type of ailment></tt>
|-
|}
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.
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.
}}


{|
{{AB
|-
|skillname = Heal
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = HEAL <br>
|-
HEAL ME <br>
| style="background:lightgreen"|Burnout costs experience, though not as much as a death.
HEAL <target>
|-
|description = 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. Healing yourself does not cause a loss of empathy, but healing others will increase your empathy.
|}
}}
 
==Heal==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>HEAL</tt><br/>
<tt>HEAL ME</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE ME <type of ailment></tt>
|-
|}
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.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Curing yourself requires but does not consume balance and equilibrium.
|-
|}
 
==Skin==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> SKIN</tt>
|-
|}
Get rid of common ailments of the skin, including itching, allergies to sunlight, the pox, and the dreaded scabies.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as liniment salve.
|-
|}
 
==Temperature==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> TEMPERATURE</tt>
|-
|}
This will cure the symptoms caused by extremely hot or cold temperatures, such as being on fire, frozen or shivering.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as frost potion.
|-
|}
 
==Fractures==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> FRACTURES</tt>
|-
|}
Fractured bones of the wrist, jaw, ribs and arms will be knit together.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the arnica herb.
|-
|}
 
==Glandular==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> GLANDULAR</tt>
|-
|}
Cure the body of glandular disorders, such as the overactive sweat glands that cause slickness.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the calamus herb.
|-
|}
 
==Senses==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> SENSES</tt>
|-
|}
Cure ailments that attack the five common senses, such as blindness, deafness, concussion, sensitivity, and vertigo.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the myrtle herb, plus concussion.
|-
|}
 
==Neurosis==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> NEUROSIS</tt>
|-
|}
Cure many neurotic tendencies, including impatience, insomnia, loneliness, shyness, anorexia and masochism.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as smoking colstfoot.
|-
|}
 
==Deepheal==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>DEEPHEAL <target> <HEAD|CHEST|GUT|LEFT/RIGHT ARM|LEFT/RIGHT LEG></tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> BREAKS</tt>
|-
|}
You can knit broken bones, including arms, legs, skull and jaw.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the mending salve.
|-
|}
 
==Auras==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>RADIATE <aura></tt><br/>
<tt>RADIATE PURITY <target> (to cure the aurawarp plague)</tt><br/>
<tt>CUT AURA <person> <aura></tt><br/>
<tt>AURAS</tt>
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> CHOLERIC</tt>
|-
|}
Restore the imbalance in the choleric humours. This will cure one of the following ailments: vomiting blood, worms, love potion, and hypersomnia.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the choleric purgative.
|-
|}
 
==Curses==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> CURSES</tt>
|-
|}
You can lift one of the following curses from another: recklessness, healthleech, dissonance.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the horehound herb.
|-
|}


==AuraShift==
{{AB
|skillname = Curing
|syntax = CURE <target{{!}}ME> <type of ailment>
|description = You can cure ailments that afflict yourself and others. As your skill in healing increases, you will find yourself increasingly able to specify which ailments to cure, and eventually you will find yourself able to cure multiple ailments simultaneously. When not specifying a type of ailment, you will cure a random ailment from those that you know how to cure, but at a reduced cost. Curing yourself always requires mana and decreases your empathy. As your empathy decreases, the mana cost to cure yourself (but not the mana cost to cure others) will increase. Curing others increases your empathy.
}}


{|
{{AB
|-
|skillname = Sensory
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = CURE <target{{!}}ME> SENSORY
|-
|description = Cure ailments of the skin, eyes, and ears, including [[slickness]], [[ablaze]], [[burns]], chills, [[sensitivity]], [[blind]]ness, and [[deaf]]ness, in that order.
| style="background:lightblue"|<tt>AURASHIFT <aura> <patient></tt><br/>
}}
<tt>AURASENSE <ON|OFF></tt>
|-
|}
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==
{{AB
|skillname = Auras
|syntax = RADIATE <aura> <br>
RADIATE PURITY <target> (to cure the [[aurawarp]] plague) <br>
CUT AURA <person{{!}}ME> <aura> <br>
AURAS
|description = 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., sensory or neurosis). Each aura the Healer has raised will cost the Healer a continual drain upon their ego. As your skill in healing progresses, you will find yourself able to radiate multiple auras, eventually up to a maximum of five.
}}


{|
{{AB
|-
|skillname = Fractures
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = CURE <target{{!}}ME> FRACTURES
|-
|description = Knit together fractures of the limbs, head, torso, and even the hyoid bone of the throat in order to cure concussions, damaged skulls, damaged throats, damaged organs, damaged legs, and damaged arms, in that order.
| style="background:lightblue"|<tt>CURE <target> MUSCLES</tt>
}}
|-
|}
Cure muscular disorders, such as torn or sliced muscles, weakness, rigormortis or paralysis.


{|
{{AB
|-
|skillname = Anesthesia
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = ANESTHETIZE <target>
|-
|cost = Power: 2 (Any)
| style="background:lightgreen"|Same cures as the marjoram herb, plus paralysis.
|description = By twisting your patient's aura just so, he will no longer feel the pains of the physical world. For the duration of anesthesia, he will also be immune to the effects of [[sensitivity]], receive a 2/5 universal damage resistance, and receive some degree of [[aurawarp]]. As a patient's aura becomes increasingly warped (and therefore decreasingly stable), it will take him longer to cure himself of afflictions.
|-
|}


==Sanguine==
[[Anesthesia]] cannot be removed by conventional means, it will wear off on its own once sufficient time has passed; but if the patient is cured of seven afflictions before that time has elapsed, the anesthesia will dissipate with a positive charge and, as a result, the Healer will be reimbursed up to half of anesthesia's power cost in active power. Be forewarned, however, that if the patient is not cured of at least one affliction every twelve seconds, either by his own hand or someone else's, the anesthesia will wear off prematurely and without any reimbursement of power for the Healer.
}}


{|
{{AB
|-
|skillname = Purify
| style="background:darkblue; color:white"|'''Syntax:'''
|description = When healing others, your skill is such that you will now automatically sense afflictions that ail them and can cure one at random alongside your effects to restore their flesh.
|-
}}
| style="background:lightblue"|<tt>CURE <target> SANGUINE</tt>
|-
|}
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.


{|
{{AB
|-
|skillname = Neurosis
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = CURE <target{{!}}ME> NEUROSIS
|-
|description = Cure many neurotic tendencies, including [[anorexia]], [[epilepsy]], [[confusion]], [[clumsiness]], [[stupidity]], and [[Temporary Insanity|temporary insanity]], in that order.
| style="background:lightgreen"|Same cures as the sanguine purgative.
}}
|-
|}


==Stamina==
{{AB
|skillname = DeepHeal
|syntax = DEEPHEAL <target{{!}}ME> <HEAD{{!}}CHEST{{!}}GUT{{!}}LEFT/RIGHT ARM{{!}}LEFT/RIGHT
LEG>
|description = You can heal the body of [[deepwounds|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. There is no empathy loss suffered from healing your own deep wounds, but empathy will be gained from healing the deep wounds of others.
}}


You may now raise up to three healing auras upon yourself at any given time.
{{AB
|skillname = Bolster
|syntax = BOLSTER <target>
|cost = Power: 2 (Any)
|description = By infusing a patient's aura with your own aural energies, you can protect her physical form from harm such that she will not lose more than 10% of her health from a single blow for a brief period of time. This ability restores empathy, and the Healer cannot use it on her own aura.
}}


==Blood==
{{AB
 
|skillname = Sanitise
{|
|syntax = SANITISE <target{{!}}ME>
|-
|description = It is of vital importance in Healing that you maintain sanitary conditions at all times. With the proper application of heat, you can sterilise any surface, removing any unknown substances, sticky-ickies, or foul bodily fluids.
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
| style="background:lightblue"|<tt>CURE <target> BLOOD</tt>
|-
|}
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.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the yarrow herb.
|-
|}
 
==Melancholic==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> MELANCHOLIC</tt>
|-
|}
Restore the imbalance in the melancholic humours. This will cure one of the following ailments: punctured lungs, asthma, dizziness, the vapors, or sensitivity.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the melancholic purgative.
|-
|}
 
==Phobias==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> PHOBIAS</tt>
|-
|}
Cure many types of phobias, including agoraphobia, claustrophobia, vestiphobia and hypochondria.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the wormwood herb.
|-
|}


==Quicken==
{{AB
|skillname = Choleric
|syntax = CURE <target{{!}}ME> CHOLERIC
|description = Restore imbalances in the choleric humours, curing [[asthma]], [[vomiting]], [[dysentery]], [[sickening]], [[pox]], [[scabies]], or [[paralysis]], in that order, in the process.
}}


{|
{{AB
|-
|skillname = FarHeal
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FARHEAL <target> [<type of ailment>] (0 Power) <br>
|-
FARCURE <target> <type of ailment> (0 Power) <br>
| style="background:lightblue"|<tt>RADIATE SPEED</tt>
FARCURE <target> <type of ailment> <type of ailment> (1 Power) <br>
|-
CURE <target> <type of ailment> <type of ailment> (1 Power) <br>
|style="background:pink"|Power: 3 (Any)
FARDEEPHEAL <target> <bodypart> (0 Power)
|-
|cost = Power: 0-1 (Any)
|}
|description = As your skill in the healing arts improves, you may now heal or cure others from afar, albeit at a greater cost, so long as they're within your local area. Furthermore, for most cure types you may now also specify two cures when curing or farcuring a patient at a cost of 1 power, effectively curing them of two ailments at once. Finally, you may also deepheal your patient's hidden inner wounds from afar.
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==
{{AB
|skillname = AuraShift
|syntax = AURASHIFT <aura> <patient> <br>
AURASENSE <ON{{!}}OFF>
|description = An accomplished Healer may shift auras from herself onto a patient, thereby transferring her own healing powers to another. The Healer may also attune herself to the unique signature of her own auras, sensing when they dissipate from patients, as well as the auras of their patients, thereby sensing when a patient's aura become destabilized.


{|
Auras radiated onto others will continually restore a small amount of empathy and will also cost less ego.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> PHLEGMATIC</tt>
|-
|}
Restore the imbalance in the phlegmatic humours. This will cure one of the following ailmenets: the aeon curse, powersink, shyness, generosity and weakness.


{|
{{AB
|-
|skillname = Flay
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax =  FLAY <target> [<type of ailment>]
|-
|cost = Power: 1 (Any)
| style="background:lightgreen"|Same cures as the phlegmatic purgative.
|description = Flaying a person's aura will cause an affliction that they currently have to spread, where it will present as a different affliction of the same healing type (e.g., neurosis to neurosis, choleric to choleric) after a brief period of time. Your target will be unaware of exactly when this new affliction manifests, and this process will also cause his [[aurawarp|aura to warp]]. If no ailment is specified, a random one will be chosen.
|-
|}


==Farheal==
Note: This ability will never afflict a target with the advantageous effect of insomnia.


{|
Note: [[Blind]]ness will not count as an affliction if the target has [[Discernment#Sixthsense|sixthsense]]. [[Deaf]]ness will not count as an affliction if the target has [[Discipline#Truehearing|truehearing]].
|-
|notes = [POSSIBLY OUTDATED, PLEASE VERIFY] <tt>FLAY TARGET</tt> chooses a random affliction to flay, whereas (for instance) <tt>FLAY TARGET NEUROSIS</tt> chooses a random neurosis affliction to flay.
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
'''Changelog'''
| style="background:lightblue"|<tt>FARHEAL <target></tt><br/>
*Report 345: Healing - Flay no longer costs any power '''(#2564 on 2021-Nov-25)'''
<tt>FARCURE <target></tt>
|-
|}
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==
{{AB
{|
|skillname = Inspirit
|-
|syntax = HEAL <target> INSPIRIT <br>
| style="background:darkblue; color:white"|'''Syntax:'''
FARHEAL <target> INSPIRIT
|-
|cost = Power: 1 (Any)
| style="background:lightblue"|<tt>CURE <target> NERVOUS</tt>
|description =You may now inspirit your heals or farheals, ensuring that your sacrifice does not go unnoticed. Ten seconds after your target is healed, she will be healed again for half that amount, followed by a quarter of the original amount an additional ten seconds later.
|-
}}
|}
Healing nervous disorders will cure one of the following: clumsiness, dizziness, epilepsy, narcolepsy, hypersomnia, daydreaming, vapors, hemiplegy or pierced nerves in the limbs.


{|
{{AB
|-
|skillname = Sanguine
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = CURE <target{{!}}ME> SANGUINE
|-
|description = Restore the imbalance in the sanguine humours in order to cure [[haemophilia]], burstvessels, [[relapsing]], lacerations of the limbs, and clots, in that order. Curing patients of sanguine afflictions can also be used to ease their excessive bleeding, but be forewarned that doing so will cause your own body to bleed in response.
| style="background:lightgreen"|Same cures as the kombu herb, plus some kafe cures.
}}
|-
|}


==Depression==
{{AB
|skillname = Apathy
|syntax = APATHY <ON{{!}}OFF>
|description = By controlling your emotional state, you will no longer regenerate empathy from healing or curing others or naturally over time.
}}


{|
{{AB
|-
|skillname = Phlegmatic
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = CURE <target{{!}}ME> PHLEGMATIC
|-
|description = Restore imbalances in the phlegmatic humours. This will cure one of the following ailments: [[aeon|the aeon curse]], [[paralysis]], [[transfixed|mental transfixation]], [[rigormortis]], [[disloyalty]], [[pacifism]], and [[timewarp]], in that order. Note that although this ability affords you the power to cure the mental transfixation of your patients, you will unfortunately find yourself unable to cure anyone while transfixed yourself.
| style="background:lightblue"|<tt>CURE <target> DEPRESSION</tt>
}}
|-
|}
You can cure the mind of ailments caused by depression, including addiction, generosity, the lover's curse, and gluttony.


{|
{{AB
|-
|skillname = Quicken
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = RADIATE SPEED
|-
|cost = Power: 2 (Any)
| style="background:lightgreen"|Same cures as the galingale herb.
|description = 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.
|-
}}
|}


==Flushing==
{{AB
|skillname = BendAura
|syntax = BENDAURA <target>
|cost = Power: 2 (Any)
|description = The most accomplished Healers understand the links between the spiritual aura and the inner 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. By [[bentaura|bending a transgressor's aura in on itself]], your target will find that curing any affliction causes a random affliction of the same type to spring up in its place shortly thereafter (maximum of 1 new affliction per 5 seconds). Each of these new afflictions will also contribute [[aurawarp]], the amounts of which depend on the current state of your empathy reserves.


{|
Note: This ability will never afflict a target with the advantageous effect of [[Discipline#Insomnia|insomnia]].
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FLUSH BODY</tt>
|-
|style="background:pink"|Power: 1 (Any)
|-
|}
Flush yourself of toxins and you will rid yourself of the ailments normally cured by the antidote potion.


{|
{{AB
|-
|skillname = Serenity
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|description = Any time you directly restore health (from heal, farheal, or inspirited heal bursts) to a single targeted individual, she will also be cured of a random affliction.
|-
}}
| style="background:lightgreen"|Same cures as the antidote potion.
|-
|}


==Vitality==
{{AB
|skillname = Auric
|syntax = CURE <target>{{!}}ME AURIC
|description = Cleansing the aura of negative spiritual tumours will cure the following in this order: [[aeon|the aeon curse]], [[achromaticaura]], [[healthleech]], [[powerspikes]], [[manabarbs]], [[egovice]], [[powersap]], or [[luminosity]].
}}


{|
{{AB
|-
|skillname = Invigorate
| style="background:darkblue; color:white"|'''Syntax:'''
|description = Any time a patient finds herself cured by you, she will receive a 3/10 bonus to health, mana, and ego regeneration for 30 seconds. Additionally, whenever a patient finds herself healed by you, she will receive a 3/10 boost to universal damage resistance for 30 seconds. These effects do not occur as a result of self-heals, self-cures, or cauterize.
|-
}}
| style="background:lightblue"|<tt>RADIATE VITALITY</tt>
|-
|style="background:pink"|Power: 10 (Any)
|-
|}
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==
{{AB
|skillname = Projection
|syntax = RADIATE PROJECTION
|cost = Power: 2 (Any)
|description =By projecting your aura outward, you can cure all of your assembled allies of some of their afflictions, the number of which depends on your current skill in healing. If the number of personal enemies in your presence outweighs the number allies in your company, your allies will also find their health renewed.
}}


{|
{{AB
|-
|skillname = Vitality
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = RADIATE VITALITY
|-
|cost = Power: 5 (Any)
| style="background:lightblue"|<tt>CURE <target> AURIC</tt>
|description = A special aura that cannot be transferred and does not count against the Healer's number of currently raised auras, the vitality aura protects the Healer from the physical backlash caused by absorbing others' wounds into herself. If the Healer overwhelms her ability to absorb wounds, the vitality aura will flare and save the Healer from certain death.
|-
}}
|}
Cleansing the aura of negative spiritual tumours will cure one of the following: pacification, aeon curse, peace, powersink, punctured aura, succumb, jinx.


==Sacrifice==
{{AB
|skillname = Attend
|syntax = ATTEND TO <target> <br>
ATTEND TO NOBODY
|cost = Power: 2 (Any)
|description = Attend to your patient by linking your aura to hers. While linked, 20% of all healing you do to yourself or others (either through traditional means or your abilities) will propagate directly to your patient. Furthermore, there is a 20% chance that any affliction the patient receives will automatically transfer to your aura, curing the patient but afflicting you in the process. This link restores your empathy, but it will break if you and your patient no longer reside in the same area.
}}


{|
{{AB
|-
|skillname = Sacrifice
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = SACRIFICE FOR <person{{!}}ALLIES>
|-
|cost = Power: 2 (Any) (for singular sacrifice)
| style="background:lightblue"|<tt>SACRIFICE FOR <person|ALLIES></tt>
|description = 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 and stunned (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.
|-
|style="background:pink"|Power: 2 (Any) (for singular sacrifice)
|-
|}
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.
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.
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.
}}
'''Changelog:'''
*Healing Sacrifice should now allow sacrifing at 75 empathy instead of requiring 100. '''(#2568 on 2021-Dec-02)'''
*Healing - Sacrifice now requires high empathy and sets empathy to 0 on use. '''(#2564 on 2021-Nov-25)'''


==Mania==
{{AB
|skillname = Mania
|syntax = CURE <target{{!}}ME> MANIA
|description = Restore the mind from manic attacks of [[stupidity]], [[recklessness]], [[hallucinations]], [[addiction]], [[paranoia]], [[asthma]], and insomnia, in that order.
}}


{|
{{AB
|-
|skillname = Insanity
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = CURE <target> INSANITY
|-
|description = Your skill in healing in such that you will recover from Astral induced insanity at an increased rate. You may now also siphon some of the [[Astral Plane|Astral]] induced insanity from your target unto  yourself, but only occasionally.
| style="background:lightblue"|<tt>CURE <target> MANIA</tt>
}}
|-
|}
Restore the mind from manic attacks of confusion, dementia, hallucinations, paranoia and stupidity.


{|
{{AB
|-
|skillname = Cauterize
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = CAUTERIZE <target>
|-
|cost = Power: 1-5 (Any)<br>
| style="background:lightgreen"|Same cures as the pennyroyal herb.
Damage Type: 100% Fire
|-
|description = This controversial ability will cure a patient of ailments by burning away the affected portions of his aura, but the patient is not guaranteed to survive. If the target's aura is completely twisted and he
|}
has at least one spiritual, one mental, and one physical affliction, cauterize will cost 5 power and your target will be slain instantly. If the target's aura is already dangerously unraveled, the target will be
 
slain instantly regardless of the afflictions he currently possesses. If, however, the target's aura is not completely twisted, or if the target lacks the necessary suite of afflictions, cauterize deals fire damage to the target, cures him of 1 random affliction, and induces [[aurawarp]] at a cost of 1 power.
==Insanity==
}}
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CURE <target> INSANITY</tt>
|-
|}
Siphon some of the Astral induced insanity from your target unto yourself.


==Euphoria==
{{AB
|skillname = Draw
|syntax = DRAW AFFLICTIONS <target> <br>
DRAW AFFLICTION <target> <type of ailment> <type of ailment> <type of ailment>
|cost = Power: 1 (same room) - 2 (same area) (Any)
|description = As though drawing poison from a wound, you will transfer 3 afflictions at top of the cure queue from your target to yourself. Alternatively, you can specify three types of ailments to siphon. Because of your awe-inspiring command of the healing arts, there is a 50% chance that an additional affliction will be cured from your target outright. This skill restores massive amounts of empathy, and it cannot be forced.


You may now raise up to five healing auras upon yourself at any given time.
Note: This ability will automatically ignore the advantageous effects of insomnia, [[blind]]ness, and [[deaf]]ness on your patients.
}}


==Regenerate==
{{AB
|skillname = Bedevil
|syntax = BEDEVIL <target>
|description = Desperate times call for desperate measures, and so at the cost of mana, a Healer may randomly transfer 2 of her current afflictions to a target. Each affliction also contributes [[aurawarp]] to the target's aura, the amount of which depends on the current state of the Healer's empathy. So long as the Healer remains awake and not stunned, she will be able to make use of this powerful ability.


{|
Note: This ability will automatically ignore the advantageous effects of insomnia, [[blind]]ness, and [[deaf]]ness.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
[[Category: Class Skills]]
|-
|-
| style="background:lightblue"|<tt>CURE <target> REGENERATE [HEAD | CHEST | GUT | ARMS | LEGS]</tt>
|-
|}
Regenerate lost or mangled limbs, a crushed chest, burst organs, fully collapsed lungs, and even disembowelments.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as regeneration salve.
|-
|}
 
==AuraWarp==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>RADIATE AURAWARP <victim></tt>
|-
|style="background:pink"|Power: 2 (Any)
|-
|}
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==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>RADIATE BEDEVIL <victim></tt>
|-
|style="background:pink"|Power: 4 (Any)
|-
|}
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.

Latest revision as of 18:56, 23 July 2022

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.
Skill Learned At Description
Succor Inept+0% Diagnose, heal and cure others.
Heal Inept+33% Heal your body of damage.
Curing Inept+66% The ability to cure yourself of ailments.
Sensory Novice+0% The ability to cure sensory ailments.
Auras Novice+33% Concentrate your energies into mystic auras.
Fractures Novice+66% Knit together fractures.
Anesthesia Apprentice+0% Relieve your patient of his pain.
Purify Apprentice+33% Purify the body while healing.
Neurosis Apprentice+66% Treat neurotic mental disorders.
Deepheal Capable+0% Heal the deep wounds of the body.
Bolster Capable+33% Bolster your patient's aura from impending harm.
Sanitise Capable+66% Thoroughly clean the skin.
Choleric Adept+0% Directly treat choleric temperaments.
Farheal Adept+33% Heal and cure others from afar.
AuraShift Adept+66% Shift your healing auras onto a patient.
Flay Master+0% Flay the aura of another to dampen his health.
Inspirit Master+33% Boost your healing.
Sanguine Master+66% Directly treat sanguine temperaments.
Apathy Gifted+0% Suppress your empathy.
Phlegmatic Gifted+25% Directly treat phlegmatic temperaments.
Quicken Gifted+50% Vastly speed your proficiency with healing.
BendAura Gifted+75% Short circuit afflictions to each other.
Serenity Expert+0% Your proficiency in absorbing wounds increases.
Auric Expert+33% Cleanse the aura of negative tumours.
Invigorate Expert+66% Empower your patients to aid their recovery.
Projection Virtuoso+0% Project your aura to aid your allies.
Vitality Virtuoso+33% An aura to protect yourself while healing.
Attend Virtuoso+66% Attend to your patient by linking your auras.
Sacrifice Fabled+0% Make the ultimate sacrifice to heal another.
Mania Fabled+33% Analyze and treat different forms of mania.
Insanity Fabled+66% Relieve someone of their Astral born insanity.
Cauterize Mythical+0% Cure an affliction by burning away the aura.
Regenerate Mythical+33% Regenerate missing or mangled limbs.
Draw Mythical+66% Draw out afflictions onto yourself.
Bedevil Transcendent+100% Channel afflictions into a victim.


Succor

Syntax
SUCCOR <target|ME>

SUCCOR WOUNDS <target|ME> [SIMPLE]
HEAL <target|ME>
CURE <target|ME> <type of ailment>
EMPATHY

This empathic ability simply allows you to diagnose, heal, and cure yourself or others who are in your location. Healing or curing others will increase your empathy, which further strengthens your healing powers but lessens the amount of aurawarp your offensive abilities inflict against your foes. In contrast, only using your curing powers on yourself will decrease your empathy. The lower your empathy, the more mana it costs to use curing abilities on yourself. To take account of your current amount of empathy, use EMPATHY.

Please note the costs for this empathic ability:

Healing yourself drains ego. Curing yourself drains mana and decreases your empathy. Healing others drains your health and increases your empathy. Curing others drains ego and increases your empathy.

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.


Heal

Syntax
HEAL

HEAL ME
HEAL <target>

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. Healing yourself does not cause a loss of empathy, but healing others will increase your empathy.


Curing

Syntax
CURE <target|ME> <type of ailment>

You can cure ailments that afflict yourself and others. As your skill in healing increases, you will find yourself increasingly able to specify which ailments to cure, and eventually you will find yourself able to cure multiple ailments simultaneously. When not specifying a type of ailment, you will cure a random ailment from those that you know how to cure, but at a reduced cost. Curing yourself always requires mana and decreases your empathy. As your empathy decreases, the mana cost to cure yourself (but not the mana cost to cure others) will increase. Curing others increases your empathy.


Sensory

Syntax
CURE <target|ME> SENSORY

Cure ailments of the skin, eyes, and ears, including slickness, ablaze, burns, chills, sensitivity, blindness, and deafness, in that order.


Auras

Syntax
RADIATE <aura>

RADIATE PURITY <target> (to cure the aurawarp plague)
CUT AURA <person|ME> <aura>
AURAS

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., sensory or neurosis). Each aura the Healer has raised will cost the Healer a continual drain upon their ego. As your skill in healing progresses, you will find yourself able to radiate multiple auras, eventually up to a maximum of five.


Fractures

Syntax
CURE <target|ME> FRACTURES

Knit together fractures of the limbs, head, torso, and even the hyoid bone of the throat in order to cure concussions, damaged skulls, damaged throats, damaged organs, damaged legs, and damaged arms, in that order.


Anesthesia

Syntax
ANESTHETIZE <target>
Power: 2 (Any)

By twisting your patient's aura just so, he will no longer feel the pains of the physical world. For the duration of anesthesia, he will also be immune to the effects of sensitivity, receive a 2/5 universal damage resistance, and receive some degree of aurawarp. As a patient's aura becomes increasingly warped (and therefore decreasingly stable), it will take him longer to cure himself of afflictions.

Anesthesia cannot be removed by conventional means, it will wear off on its own once sufficient time has passed; but if the patient is cured of seven afflictions before that time has elapsed, the anesthesia will dissipate with a positive charge and, as a result, the Healer will be reimbursed up to half of anesthesia's power cost in active power. Be forewarned, however, that if the patient is not cured of at least one affliction every twelve seconds, either by his own hand or someone else's, the anesthesia will wear off prematurely and without any reimbursement of power for the Healer.


Purify

When healing others, your skill is such that you will now automatically sense afflictions that ail them and can cure one at random alongside your effects to restore their flesh.


Neurosis

Syntax
CURE <target|ME> NEUROSIS

Cure many neurotic tendencies, including anorexia, epilepsy, confusion, clumsiness, stupidity, and temporary insanity, in that order.


DeepHeal

Syntax
DEEPHEAL <target|ME> <HEAD|CHEST|GUT|LEFT/RIGHT ARM|LEFT/RIGHT

LEG>

You can 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. There is no empathy loss suffered from healing your own deep wounds, but empathy will be gained from healing the deep wounds of others.


Bolster

Syntax
BOLSTER <target>
Power: 2 (Any)

By infusing a patient's aura with your own aural energies, you can protect her physical form from harm such that she will not lose more than 10% of her health from a single blow for a brief period of time. This ability restores empathy, and the Healer cannot use it on her own aura.


Sanitise

Syntax
SANITISE <target|ME>

It is of vital importance in Healing that you maintain sanitary conditions at all times. With the proper application of heat, you can sterilise any surface, removing any unknown substances, sticky-ickies, or foul bodily fluids.


Choleric

Syntax
CURE <target|ME> CHOLERIC

Restore imbalances in the choleric humours, curing asthma, vomiting, dysentery, sickening, pox, scabies, or paralysis, in that order, in the process.


FarHeal

Syntax
FARHEAL <target> [<type of ailment>] (0 Power)

FARCURE <target> <type of ailment> (0 Power)
FARCURE <target> <type of ailment> <type of ailment> (1 Power)
CURE <target> <type of ailment> <type of ailment> (1 Power)
FARDEEPHEAL <target> <bodypart> (0 Power)

Power: 0-1 (Any)

As your skill in the healing arts improves, you may now heal or cure others from afar, albeit at a greater cost, so long as they're within your local area. Furthermore, for most cure types you may now also specify two cures when curing or farcuring a patient at a cost of 1 power, effectively curing them of two ailments at once. Finally, you may also deepheal your patient's hidden inner wounds from afar.


AuraShift

Syntax
AURASHIFT <aura> <patient>

AURASENSE <ON|OFF>

An accomplished Healer may shift auras from herself onto a patient, thereby transferring her own healing powers to another. The Healer may also attune herself to the unique signature of her own auras, sensing when they dissipate from patients, as well as the auras of their patients, thereby sensing when a patient's aura become destabilized.

Auras radiated onto others will continually restore a small amount of empathy and will also cost less ego.


Flay

Syntax
FLAY <target> [<type of ailment>]
Power: 1 (Any)

Flaying a person's aura will cause an affliction that they currently have to spread, where it will present as a different affliction of the same healing type (e.g., neurosis to neurosis, choleric to choleric) after a brief period of time. Your target will be unaware of exactly when this new affliction manifests, and this process will also cause his aura to warp. If no ailment is specified, a random one will be chosen.

Note: This ability will never afflict a target with the advantageous effect of insomnia.

Note: Blindness will not count as an affliction if the target has sixthsense. Deafness will not count as an affliction if the target has truehearing.

Additional Notes:
[POSSIBLY OUTDATED, PLEASE VERIFY] FLAY TARGET chooses a random affliction to flay, whereas (for instance) FLAY TARGET NEUROSIS chooses a random neurosis affliction to flay.

Changelog

  • Report 345: Healing - Flay no longer costs any power (#2564 on 2021-Nov-25)


Inspirit

Syntax
HEAL <target> INSPIRIT

FARHEAL <target> INSPIRIT

Power: 1 (Any)

You may now inspirit your heals or farheals, ensuring that your sacrifice does not go unnoticed. Ten seconds after your target is healed, she will be healed again for half that amount, followed by a quarter of the original amount an additional ten seconds later.


Sanguine

Syntax
CURE <target|ME> SANGUINE

Restore the imbalance in the sanguine humours in order to cure haemophilia, burstvessels, relapsing, lacerations of the limbs, and clots, in that order. Curing patients of sanguine afflictions can also be used to ease their excessive bleeding, but be forewarned that doing so will cause your own body to bleed in response.


Apathy

Syntax
APATHY <ON|OFF>

By controlling your emotional state, you will no longer regenerate empathy from healing or curing others or naturally over time.


Phlegmatic

Syntax
CURE <target|ME> PHLEGMATIC

Restore imbalances in the phlegmatic humours. This will cure one of the following ailments: the aeon curse, paralysis, mental transfixation, rigormortis, disloyalty, pacifism, and timewarp, in that order. Note that although this ability affords you the power to cure the mental transfixation of your patients, you will unfortunately find yourself unable to cure anyone while transfixed yourself.


Quicken

Syntax
RADIATE SPEED
Power: 2 (Any)

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.


BendAura

Syntax
BENDAURA <target>
Power: 2 (Any)

The most accomplished Healers understand the links between the spiritual aura and the inner 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. By bending a transgressor's aura in on itself, your target will find that curing any affliction causes a random affliction of the same type to spring up in its place shortly thereafter (maximum of 1 new affliction per 5 seconds). Each of these new afflictions will also contribute aurawarp, the amounts of which depend on the current state of your empathy reserves.

Note: This ability will never afflict a target with the advantageous effect of insomnia.


Serenity

Any time you directly restore health (from heal, farheal, or inspirited heal bursts) to a single targeted individual, she will also be cured of a random affliction.


Auric

Syntax
CURE <target>|ME AURIC

Cleansing the aura of negative spiritual tumours will cure the following in this order: the aeon curse, achromaticaura, healthleech, powerspikes, manabarbs, egovice, powersap, or luminosity.


Invigorate

Any time a patient finds herself cured by you, she will receive a 3/10 bonus to health, mana, and ego regeneration for 30 seconds. Additionally, whenever a patient finds herself healed by you, she will receive a 3/10 boost to universal damage resistance for 30 seconds. These effects do not occur as a result of self-heals, self-cures, or cauterize.


Projection

Syntax
RADIATE PROJECTION
Power: 2 (Any)

By projecting your aura outward, you can cure all of your assembled allies of some of their afflictions, the number of which depends on your current skill in healing. If the number of personal enemies in your presence outweighs the number allies in your company, your allies will also find their health renewed.


Vitality

Syntax
RADIATE VITALITY
Power: 5 (Any)

A special aura that cannot be transferred and does not count against the Healer's number of currently raised auras, the vitality aura protects the Healer from the physical backlash caused by absorbing others' wounds into herself. If the Healer overwhelms her ability to absorb wounds, the vitality aura will flare and save the Healer from certain death.


Attend

Syntax
ATTEND TO <target>

ATTEND TO NOBODY

Power: 2 (Any)

Attend to your patient by linking your aura to hers. While linked, 20% of all healing you do to yourself or others (either through traditional means or your abilities) will propagate directly to your patient. Furthermore, there is a 20% chance that any affliction the patient receives will automatically transfer to your aura, curing the patient but afflicting you in the process. This link restores your empathy, but it will break if you and your patient no longer reside in the same area.


Sacrifice

Syntax
SACRIFICE FOR <person|ALLIES>
Power: 2 (Any) (for singular sacrifice)

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 and stunned (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.

Changelog:

  • Healing Sacrifice should now allow sacrifing at 75 empathy instead of requiring 100. (#2568 on 2021-Dec-02)
  • Healing - Sacrifice now requires high empathy and sets empathy to 0 on use. (#2564 on 2021-Nov-25)


Mania

Syntax
CURE <target|ME> MANIA

Restore the mind from manic attacks of stupidity, recklessness, hallucinations, addiction, paranoia, asthma, and insomnia, in that order.


Insanity

Syntax
CURE <target> INSANITY

Your skill in healing in such that you will recover from Astral induced insanity at an increased rate. You may now also siphon some of the Astral induced insanity from your target unto yourself, but only occasionally.


Cauterize

Syntax
CAUTERIZE <target>
Power: 1-5 (Any)

Damage Type: 100% Fire

This controversial ability will cure a patient of ailments by burning away the affected portions of his aura, but the patient is not guaranteed to survive. If the target's aura is completely twisted and he has at least one spiritual, one mental, and one physical affliction, cauterize will cost 5 power and your target will be slain instantly. If the target's aura is already dangerously unraveled, the target will be slain instantly regardless of the afflictions he currently possesses. If, however, the target's aura is not completely twisted, or if the target lacks the necessary suite of afflictions, cauterize deals fire damage to the target, cures him of 1 random affliction, and induces aurawarp at a cost of 1 power.


Draw

Syntax
DRAW AFFLICTIONS <target>

DRAW AFFLICTION <target> <type of ailment> <type of ailment> <type of ailment>

Power: 1 (same room) - 2 (same area) (Any)

As though drawing poison from a wound, you will transfer 3 afflictions at top of the cure queue from your target to yourself. Alternatively, you can specify three types of ailments to siphon. Because of your awe-inspiring command of the healing arts, there is a 50% chance that an additional affliction will be cured from your target outright. This skill restores massive amounts of empathy, and it cannot be forced.

Note: This ability will automatically ignore the advantageous effects of insomnia, blindness, and deafness on your patients.


Bedevil

Syntax
BEDEVIL <target>

Desperate times call for desperate measures, and so at the cost of mana, a Healer may randomly transfer 2 of her current afflictions to a target. Each affliction also contributes aurawarp to the target's aura, the amount of which depends on the current state of the Healer's empathy. So long as the Healer remains awake and not stunned, she will be able to make use of this powerful ability.

Note: This ability will automatically ignore the advantageous effects of insomnia, blindness, and deafness.