The Healer's Path

Healing Arts and Divine Magic

Divine or physical, these skills can help keep you and the others around you in play, alive, and on the quest. Whether you use science and medicine or divine powers, you will be an invaluable member of any group. As you learn more about healing and rituals you will be able to treat and cure even the most grievous of injuries, maladies, and curses. Eventually, you will unlock the power of Healer Combat Magic, and Necromancy.

Core Abilities (with Skill Master training)

Limitations and Restrictions

  • Your Healer’s Oath initially limits your weapon choices to non-edged weapons and ritual daggers

  • Your focus on your oath as a Healer initially limits your armor training to AP 2

Combat Magic

Requirements For Spell Casting

Whether your roleplay of the healing skills is divine or physical, it will have to follow the same general rules:

  • Casters must be able to focus calmly to perform any spell. They cannot be performed while doing other activities like walking or fighting.

  • Hands must be unhindered & free (no carrying items besides spellbook. and weapon or shield, hands may not be bound)

  • To invoke magic, a character must read the spell from their spellbook or scroll out loud. Even if memorized, the character must have their scroll or book with them.

  • Any interrupted spell fails, and the energy is spent.

  • When performing healing or other effects, the caster must describe any effects and limitations in character, either as part of the performance, or afterward if the result will not be obvious. (ex: healing requires description of level of healing performed while a remove curse should be obvious)

  • Physical representations need to suit the style of spell or healing being performed based on your RP. Some examples; divine token or symbol, herbs, bandages, splints, and/or med kit and doctor’s tools.

  • A caster can cancel any effect they have invoked via simple roleplay that communicates this.

  • Magical effects continue to be active after the death of their performer as the magic is bound to the target, unless otherwise stated.

Characters that wish to learn Healing Arts will need to visit The Healers Guild to learn their skills and spells. This training will ensure you understand Healer’s rules and RP, and that you have a spellbook/skill journal for the knowledge you will learn. Healers can quest in game to piece together additional abilities.

HEALING - DIVINE vs PHYSICAL

As you learn the ability to create new effects as a Healer, consider how your character flavor may impact your roleplay, and affect those around you.

For example - you are casting a healing spell. Are you a druidic character invoking nature to regrow the flesh? A cleric or priest invoking a divine blessing? You may call upon your god(s), nature, or the spirits to help?

If you are playing a physical healer, you will treat the “spells” as skills you have learned. Use physical representations of bandages, stitch the patient up with a doctor’s tools, use poultices with herbs, or will you amputate?

AREA / ENVIRONMENTAL EFFECTS

Some Spells create areas that are under one or more magical effect. These areas need to be bordered, or covered in a way Player can easily see, and marked with magical symbols, and an effects card. The symbols can be of any design, but the effects card must denote the effect, tier cast, and duration (if appropriate). The effects card description should not be readily visible to Players. (folded over, in an envelope, etc). Only characters that can sense arcana, light, or chaos can tell the area is enchanted (unless an obvious type).
If a Player has arcane or religious divination, they may check the effects card, and then RP appropriately.

CRAFTING / USING POTIONS & SCROLLS

Potions and scrolls can only be made by those on the Healer’s or Wizard’s Path who have learned the required formulas and how to roleplay the potion and/or scroll crafting from a Skill Master. Potion and scroll rules are detailed in their own section.

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