Seeker Abilities and Spells (Healer Studies):

Modification-Point Cost: 2

Taps into the abilities and spells of this class. Once this has been purchased, a character can then proceed to purchase actual abilities and spells.

 

%Roll: Healer Abilities and Spells: 9

01-12:   Blood Cry 1 (Ability)

13-21:   Blood Cry 2 (Ability)

22-32:   Detect Disease (Spell)

33-43:   Detect Sickness (Spell)

44-54:   Knit (Spell)

55-68:   Minor Familiar (Spell)

69-79:   Minor Heal (Spell)

80-90:   Minor Restoration (Spell)

91-00:   Relieve Nausea (Spell)

 

Prerequisites for this class:

Seeker Abilities: "Magical Prowess" and "Metaphysical Studies"

Trade-Skills:       "Medic"

 

 

Blood Cry 1 (Seeker Ability (levels 0 - 5th) Return to top

The Healer will know when one of his or her allies are wounded, or have difficulties.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : Healer.

Ability-points to invoke:

2

Area of Effect:

1 Space (5') per point of Awareness above 5 (in all directions).

 

 

Example:

A 20 awareness -5 = 15 spaces (75') in all directions about the caster.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability will enlighten the Healer of the general physical condition of all percieved allies in the “Area of Effect”.

 

This ability will not specifically enlighten the Healer to the exact physical problem an ally is having, but will tell the Healer if an ally is in need of healing assistance.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

The Healer will gain no feeling towards an unconscious or dead ally.

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Caster only. See: “Area of Effect”.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell-points to cast:

None. This is an Ability.

See: "Ability-points to invoke".

Susceptibilities:

None.

Value: 1,000 white-gold

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Blood Cry 2 (Seeker Ability (levels 0 - 5th) Return to top

The Healer will know when any of his or her allies are wounded, or have difficulties.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : "Blood Cry 1"

Ability-points to invoke:

2

Area of Effect:

1 Space (5') per point of Awareness above 5 (in all directions).

 

 

Example:

A 20 awareness -5 = 15 spaces (75') in all directions about the caster.

Avoidance-Roll:

None.

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This ability will enlighten the Healer of the specific physical condition of all percieved allies in the “Area of Effect”. Thus, the Healer will know exactly what is needed to physically heal them.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Mental struggles and hallucinations will not be detected by the Healer, unless it has been caused by physical trauma.

 

The Healer will gain no feeling towards a dead ally (unlike Blood Cry 1, the Healer WILL detect an unconscious ally, but only if unconsciousness has occured due to physical trauma).

Invoke time:

1 turn (5 seconds).

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

Caster only. See: “Area of Effect”.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell-points to cast:

None. This is an Ability.

See: "Ability-points to invoke".

Susceptibilities:

None.

Value: 2,000 white-gold

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Detect Disease (Seeker Ability (levels 0 - 5th) Return to top

Healer will know that a creature is diseased.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : "Detect Sickness"

Ability-points to invoke:

None. This is a Spell.

See: "Spell-points to cast".

Area of Effect:

1 Space (5') per 5 points of Awareness above 5 (in all directions).

 

 

Example:

A 26 awareness -5 = 21.

21 divided by 5 = 4 (always round down) = 4 Spaces (20') in all directions about the caster.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will let the Healer know a creature is diseased. It will not let the Healer know what the disease is specifically.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

This spell will only inform the caster of the presence of disease in a one creature.

Notes:

None.

Range:

Caster. See: "Area of Effect".

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value: 2,000 white-gold

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Detect Sickness (Seeker Ability (levels 0 - 5th) Return to top

Healer will know that a creature is sick.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a Spell.

See: "Spell-points to cast".

Area of Effect:

1 Space (5') per 5 points of Awareness above 5 (in all directions).

 

 

Example:

A 26 awareness -5 = 21.

21 divided by 5 = 4 (always round down) = 4 Spaces (20') in all directions about the caster.

Avoidance-Roll:

None.

Casting Time:

3 turns (15 seconds)

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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This spell will let the Healer know a creature is sick. It will not let the Healer know what the sickness is specifically.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

None.

Maximum Adjustment:

This spell will only inform the caster of the presence of sickness in a one creature.

Notes:

None.

Range:

Caster. See: "Area of Effect".

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

None.

Value: 2,000 white-gold

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Knit (Seeker Ability (levels 0 - 5th) Return to top

This spell will sew a wound together with magical stitches, increasing the healing rate of the wound.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a Spell.

See: "Spell-points to cast".

Area of Effect:

One wound.

Avoidance-Roll:

None.

Casting Time:

1 turn (5 seconds) per 10 points of damage sustained to the body part.

Damage:

None.

Duration:

Until the wound is fully healed.

Effect Time:

Instant.

Explanation:

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Targeted wound will heal at x2 the normal rate of healing. Until healed, the wound will remain painful and sore, as any wound will.

Hand Movement:

One hand.

Healing:

Targeted wound will heal at x2 the normal rate of healing.

Immunities:

Only living creatures can be effected by this spell.

The unwilling cannot be healed.

Maximum Adjustment:

None.

Notes:

This spell will only heal flesh wounds (not wounds such as: Acid, Broken bones, Fire, etc.).

Range:

1". Healer must run his or her forefinger over the wound to be stiched up (not quite touching it).

Resting Time:

1 turn (5 seconds) per 10 points of damage being magically stitched.

Special:

None.

Spell Preparation:

Targeted creature must remain still.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value: 2,000 white-gold

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Minor Familiar (Seeker Ability (levels 0 - 5th) Return to top

This spell will call forth a permanent apparition, which will protect and aid the caster.

 

Modification-Point Cost (M.P.C.) :  4

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a Spell.

See: "Spell-points to cast".

Area of Effect:

The influence of this spell will reach throughout the entire region he or she casts this spell within.

Avoidance-Roll:

None.

Casting Time:

1 hour (720 turns).

 

Note:

If the caster is physically disturbed during the casting, this spell will fail.

Distractions will also cause this spell to fail if the caster fails an avoidance-roll vs. "Mental-Attack".

Damage:

None.

Duration:

Permanent.

Effect Time:

Instant.

Explanation:

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This spell will call forth what appears to be a sillouette of a small child. This familiar will aid the caster in any task commanded, and will increase all aspects of healing by an additional 1-D6 +1.

 

The Healer's Minor Familiar can speak as well as any person, though its communication seems vague, as if speaking from a distance, through a portal far away. The caster can hear his or her own familiar with greater clarity.

 

Familiar stats:
Characteristics: ½ that of the caster (rounded up).
Damage-points: 1-D12 x5 (+ 1-D6 +1 per level of the caster).
Healing: The Minor Familiar can instantly heal its master of all flesh wounds 1 / week.

Hand Movement:

Two hands.

Healing:

None.

Immunities:

Not applicable.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

See: "Area of Effect".

Resting Time:

3 turns (15 seconds).

Special:

None.

Spell Preparation:

The caster must not be disturbed in any way, or this spell will fail. If this spell is disrupted, the caster will permanently suffer a 2 spell-point loss.

Spell-points to cast:

2  This is a permanent spell-point loss, freely given of the caster.

Susceptibilities:

Not applicable.

Value: 4,000 white-gold

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Minor Heal (Seeker Ability (levels 0 - 5th) Return to top

This spell will heal a wound of damage.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a Spell.

See: "Spell-points to cast".

Area of Effect:

One wound.

Avoidance-Roll:

None. The unwilling cannot be healed.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

Instant.

Effect Time:

Instant.

Explanation:

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When this spell is cast, the caster touches the one to be healed. This minor form of healing will only heal a flesh damage wound (not wounds caused by Acid, Broken bones, Fire, etc.).

 

When healing self or another, only a single wound can be healed.

 

Special:

If 2 spell-points are used, the effects of this healing spell will stack with all other types of healing spells, but not to areas of the body that are into the negative, above the constitution of the victim (these types of terrible wounds require regeration healing, which few healing spells can mend).

     Example: If a Heal Fire Burn is cast, on a victim, the caster

                      can expend 2 more spell-points to add Minor

                      Healing into the Heal Fire Burn, increasing the

                      healing of the Heal Fire Burn, but only for one

                      area of the victim's body.

 

See: "Special".

Hand Movement:

Two hands.

Healing:

Heal 1-D6 points of damage (+1-D6 per level advanced).

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

6-D6.

Notes:

This spell will only heal flesh wounds (not wounds such as: Acid, Broken bones, Fire, etc.).

 

The Seeker spell: “Healing” stacks with this healing in ONE AREA of the caster’s choosing.

Range:

Touch. Healer must touch target (not necessarily the wound).

Resting Time:

None.

Special:

An additional +1-D6 points of healing will be added per scroll memorized after learning this spell.

 

When Minor Heal is cast upon the wounded, if additional spell-points are added in, above the initial cost of the spell, Minor Heal can have a 50% affect upon acid, fire and cold damage (rounded down) as follows:

 

Type of damage:   Spell-points added:

Acid ---------------   10

Fire ----------------   8

Cold ---------------   5

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value: 2,000 white-gold

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Minor Restoration (Seeker Ability (levels 0 - 5th) Return to top

Restore lost hair and eyebrows, and heal scars.

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : "Knit"

                                                                          "Minor Heal"

Ability-points to invoke:

None. This is a Spell.

See: "Spell-points to cast".

Area of Effect:

One creature

Avoidance-Roll:

None. The unwilling cannot be healed.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

10 turns (50 seconds)

Effect Time:

Instant.

Explanation:

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This spell will cause the complete regeneration of non-living body parts to be restored in full (i.e., hair, skin, eye lashes, eyebrows, finger and toenails). This spell will also heal the gruesome effects that scarring leaves behind.

Hand Movement:

Two hands.

Healing:

See: "Explanation".

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

Not applicable.

Notes:

None.

Range:

The caster must move his or her hands over the targets face, not quite touching.

Resting Time:

1 turn (5 seconds).

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value: 2,000 white-gold

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Relieve Nausea (Seeker Ability (levels 0 - 5th) Return to top

Relieve nausea and the what nausea causes.

 

 

Modification-Point Cost (M.P.C.) :  2

Prerequisites --------------------------- : Healer

Ability-points to invoke:

None. This is a Spell.

Area of Effect:

One creature

Avoidance-Roll:

None. The unwilling cannot be relieved of nausea.

Casting Time:

1 turn (5 seconds).

Damage:

None.

Duration:

1-D12 turns (12 turns) (+ 1-D12 turns per level advanced).

Effect Time:

1 turn (5 seconds).

Explanation:

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This spell will relieve the complications that arise due to nausea.

Hand Movement:

One hand.

Healing:

See: "Explanation".

Immunities:

Only living creatures can be effected by this spell.

Maximum Adjustment:

None.

Notes:

None.

Range:

Touch.

Resting Time:

None.

Special:

None.

Spell Preparation:

None.

Spell-points to cast:

2

Susceptibilities:

Not applicable.

Value:

700 white-gold

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