

Under Construction
Dec. 29, 2014
Advanced Heal: Doubles your Heal magic effect, keeps regular cost. (Regular Heal roll. 1 CP investment only.)
Heal Limbs: Regrows, mends, and heals damaged or removed limbs from aimed shots. (10% per CP)
Heal Poison: Cures or withdraws poison from the body. (10% per CP)
Sober: Cures a person of their drunkness. (10% per CP)
Realist: Combats or cures trickery magic (used as a cure or defense, higher roll wins in defense/attack.)
Illness: Cures most illnesses. (10% per CP; GM Discretion)
Class Specialty Skills
Healer
If you have ever been revived from the dead, had a limb regrown, drank a healing elixir, or had a wound patched up or sealed... then you've probably encountered a healer. They use their talents and time to come to the aid of others in the world, saving one life at a time and supporting everyone else. A healer may take up other skills than healing, but typically those skills are for the support of others still.
Magic Allowed
Heal
Alter
Support
Armor Allowed
Cloth
Wood
Elven
Weapon Specializations Allowed
One-Handed
Thrown
Offensive Defense
*Limit: 1