Difference between revisions of "Healing"

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


==Sanguine==
{{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, blindness, and deafness, in that order.
| 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 = Auras
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = RADIATE <aura> <br>
|-
RADIATE PURITY <target> (to cure the aurawarp plague) <br>
| style="background:lightgreen"|Same cures as the sanguine purgative.
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.
}}


==Stamina==
{{AB
|skillname = Fractures
|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.
}}


You may now raise up to three healing auras upon yourself at any given time.
{{AB
|skillname = Anesthesia
|syntax = ANESTHETIZE <target>
|cost = Power: 2 (Any)
|description = By twisting your patient'as 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.


==Blood==
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.
}}


{|
MISSING PURIFY
|-
| 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==
{{AB
|skillname = Neurosis
|syntax = CURE <target{{!}}ME> NEUROSIS
|description = Cure many neurotic tendencies, including anorexia, epilepsy, confusion, clumsiness, stupidity, and temporary insanity, in that order.
}}


{|
{{AB
|-
|skillname = DeepHeal
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = DEEPHEAL <target{{!}}ME> <HEAD{{!}}CHEST{{!}}GUT{{!}}LEFT/RIGHT ARM{{!}}LEFT/RIGHT
|-
LEG>
| style="background:lightblue"|<tt>CURE <target> MELANCHOLIC</tt>
|description = 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.
|-
}}
|}
Restore the imbalance in the melancholic humours. This will cure one of the following ailments: punctured lungs, asthma, dizziness, the vapors, or sensitivity.


{|
{{AB
|-
|skillname = Bolster
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = BOLSTER <target>
|-
|cost = Power: 2 (Any)
| style="background:lightgreen"|Same cures as the melancholic purgative.
|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.
|-
}}
|}


==Phobias==
{{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.
}}


{|
{{AB
|-
|skillname = Choleric
| style="background:darkblue; color:white"|'''Syntax:'''
|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.
| style="background:lightblue"|<tt>CURE <target> PHOBIAS</tt>
}}
|-
|}
Cure many types of phobias, including agoraphobia, claustrophobia, vestiphobia and hypochondria.


{|
{{AB
|-
|skillname = FarHeal
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = FARHEAL <target> [<type of ailment>] (0 Power) <br>
|-
FARCURE <target> <type of ailment> (0 Power) <br>
| style="background:lightgreen"|Same cures as the wormwood herb.
FARCURE <target> <type of ailment> <type of ailment> (1 Power) <br>
|-
CURE <target> <type of ailment> <type of ailment> (1 Power) <br>
|}
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.
}}


==Quicken==
{{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>RADIATE SPEED</tt>
|-
|style="background:pink"|Power: 3 (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.


==Phlegmatic==
{{AB
|skillname = Flay
|syntax = FLAY <target> [<type of ailment>]
|cost = Power: 1 (Any)
|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 aura to warp. <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.


{|
Note: This ability will never afflict a target with the advantageous effect of insomnia.
|-
}}
| 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 = Inspirit
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = HEAL <target> INSPIRIT <br>
|-
FARHEAL <target> INSPIRIT
| style="background:lightgreen"|Same cures as the phlegmatic purgative.
|cost = Power: 1 (Any)
|-
|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.
|}
}}


==Farheal==
{{AB
|skillname = Sanguine
|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.
}}


{|
{{AB
|-
|skillname = Apathy
| style="background:darkblue; color:white"|'''Syntax:'''
|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.
| style="background:lightblue"|<tt>FARHEAL <target></tt><br/>
}}
<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 = Phlegmatic
|-
|syntax = CURE <target{{!}}ME> PHLEGMATIC
| style="background:darkblue; color:white"|'''Syntax:'''
|description = 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.
|-
}}
| style="background:lightblue"|<tt>CURE <target> NERVOUS</tt>
|-
|}
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 = Quicken
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = RADIATE SPEED
|-
|cost = Power: 2 (Any)
| style="background:lightgreen"|Same cures as the kombu herb, plus some kafe cures.
|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.
|-
}}
|}


==Depression==
{{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 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.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| 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 = 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 galingale herb.
|-
|}


==Flushing==
{{AB
|skillname = Auric
|syntax = CURE <target{{!}}ME> AURIC
|description = 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.
}}


{|
{{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>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 = Projection
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|syntax = RADIATE PROJECTION
|-
|cost = Power: 2 (Any)
| style="background:lightgreen"|Same cures as the antidote potion.
|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.
|-
}}
|}


==Vitality==
{{AB
|skillname = Vitality
|syntax = RADIATE VITALITY
|cost = Power: 5 (Any)
|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.
}}


{|
{{AB
|-
|skillname = Attend
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = ATTEND TO <target> <br>
|-
ATTEND TO NOBODY
| style="background:lightblue"|<tt>RADIATE VITALITY</tt>
|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.
|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 = Sacrifice
{|
|syntax = SACRIFICE FOR <person{{!}}ALLIES>
|-
|cost = Power: 2 (Any) (for singular sacrifice)
| style="background:darkblue; color:white"|'''Syntax:'''
|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 (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:lightblue"|<tt>CURE <target> AURIC</tt>
|-
|}
Cleansing the aura of negative spiritual tumours will cure one of the following: pacification, aeon curse, peace, powersink, punctured aura, succumb, jinx.
 
==Sacrifice==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>SACRIFICE FOR <person|ALLIES></tt>
|-
|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.
}}


==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.
| style="background:darkblue; color:white"|'''Syntax:'''
}}
|-
| style="background:lightblue"|<tt>CURE <target> MANIA</tt>
|-
|}
Restore the mind from manic attacks of confusion, dementia, hallucinations, paranoia and stupidity.
 
{|
|-
| style="background:darkgreen; color:white"|'''Additional Notes:'''
|-
| style="background:lightgreen"|Same cures as the pennyroyal herb.
|-
|}
 
==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==
 
You may now raise up to five healing auras upon yourself at any given time.
 
==Regenerate==


{|
{{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 induced insanity from your target unto  yourself, but only occasionally.
|-
}}
| 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.


{|
{{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 regeneration salve.
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.
}}


==AuraWarp==
{{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.


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