Introduction
The Healer class acts as a Partial Mage Class. While not being a full spellcaster, the Healer utilizes ancient traditions and minor magical effects to heal the flesh of living things and cure poisons and diseases. Religious orders sometimes provide healing while proselytizing.
Healers gain Magic as a bonus skill.
Partial Healer Spell Table
| Level | Arts |
|---|---|
| 1 | Healing Touch + Any One |
| 2 | Any One |
| 3 | - |
| 4 | Any One |
| 5 | Any One |
| 6 | Any One |
| 7 | - |
| 8 | Any One |
| 9 | - |
| 10 | Any One |
Healer Arts
Effort for Healers is calculated by taking the Heal Skill Level and adding the best of either their Intelligence or Charisma modifiers. Your character starts with, at minimum, 1 Effort. Healers start with Healing Touch, detailed below:
Healing Touch
Commit Effort for the scene as an Instant action; for the rest of the scene, you may heal 2d6 damage plus your Heal skill to a touched ally as a Main Action. This healing adds 1 System Strain to the target each time it is applied.
Other Healer Arts
Empowered Healer
Your Healing Touch becomes more powerful, adding your level to any healing.
Facile Healer
Your Healing Touch ability is improved and you no longer need to Commit Effort to activate it.
Far Healer
Your Healing Touch ability is improved, and may be used on a visible target within ten feet per character level.
Final Repose
Target a visible living creature and Commit Effort for the day as an Instant action. For the rest of the scene, they take a Physical saving throw penalty equal to your Heal skill. If they are reduced to zero hit points before the end of the scene, they die with no chance for stabilization or revival.
Healer’s Eye
Commit Effort as an On Turn action; while the Effort remains committed, you can use a Main Action to visually detect diseases and poisons, diagnose creatures flawlessly, perceive their physiology, and learn their current hit point totals. As a side effect, you can detect living creatures by sight regardless of available light or obscuring mists.
Limb Restoration
Only expert healers can master this art, which cannot be learned earlier than 8th level. You must Commit all remaining Effort for the day, a minimum of one point, to regenerate a missing limb or organ for a target you are touching, or efface some dramatic scar or other physical debility. The target’s System Strain is automatically maximized.
Purge Ailment
Commit Effort for the day as a Main Action. An ally you are touching is cured of one poison or disease. Creatures killed by poison can be revived by this art if it is used within six minutes of death. Magical poisons and diseases may require a Wis/ Heal or Cha/Heal skill check against a difficulty of 8 or more. At seventh level, you need only Commit Effort for the scene to use this ability.
Refined Restoration
You and up to a dozen allies you tend before they sleep will all lose 2 System Strain from a good night’s rest instead of 1.
Revive the Fallen
Only expert healers are capable of mastering this art, which cannot be learned earlier than 8th level. Commit Effort for the day as a Main Action to revive a recently-slain living creature that you are touching. This ability must be used on a target within one minute per caster level of their death, and will not work on a corpse that has been dismembered, incinerated, or otherwise disjected. The target’s System Strain is automatically maximized and they’ll be unconscious for twenty-four hours after their restoration before awakening with 1 hit point.
Swift Healer
Your Healing Touch ability is improved, and may be used as an On Turn action once per day per character level, though not more than once per scene on any given target.
The Healer’s Knife
Your Healing Touch ability is altered, and may be used to inflict damage to a living target instead of healing it. The damage done is equivalent to the healing that would normally be done, albeit you receive 1 System Strain instead of the target. Using this power in melee requires a successful Punch attack with a hit bonus equal to your Heal skill, with the damage added to any done by the blow, or simply touching an unwary target. Arts that modify your Healing Touch don’t aid this power.
Tireless Vigor
Commit Effort; while it remains Committed your need to eat, drink, breathe, or sleep does not grow further. You may exert yourself tirelessly and regenerate 1 lost hit point per hour.
Vital Furnace
Your tremendous life energy can be used to instantly regenerate any non-mortal wound you have received. Commit Effort for the day as an Instant action to negate the damage from an injury you just received that did not reduce you to zero hit points. Aside from this ability, you automatically stabilize if reduced to zero hit points and awaken ten minutes later with 1 hit point. This ability cannot undo damage you intentionally inflict on yourself via some power or magical exchange.