Healer (A Tale of Guilds)

In the roleplay A Tale of Guilds, a Healer is a subclass of mage, whose magic generally revolves around regenerating health for themselves and their party members. The majority of Healers are weak and not skilled in physical combat, however their skills make them an absolute necessity for any party that wants to progress several stages. They are an excellent choice of class for almost any situation.
== Equipment ==
Healers, and most mages in general, wear light cloth tunics or robes, as the fabric allows magic to flow much better than metal armor. Clothing for healers vary in cost based on materials, as different materials transmit magicka differently. More expensive tunics and robes will have gems attached or magic fabric woven into the material.
Like many mages, Healers can channel their magicka through physical objects. While staffs and wands are the most common equipment, magicka can be channeled through almost anything. Healers also often carry spellbooks. These texts, copied from ancient scrolls and cave runes, not only contain a wealth of knowledge about the intricacies of magicka and how to cast it, but also aid the wielder in regenerating magicka. Most spellbooks are written in a language that non-magicka users are unable to read.
Healers often have very limited physical abilities, and are vulnerable when drained of magicka or stamina. In such cases, a rudimentary axe, dagger, or sword may be used, though most Healers stray from large, heavier weapons.
Despite possessing powerful healing abilities, most Healers are also trained and equipped with traditional medical supplies -- potions, bandages, various drugs -- in case they run out of magicka during their dungeoning, or if they encounter a situation that their magic abilities cannot handle. The best Healers combine traditional healing practices with their magic in order to keep their teammates in the fight.
== Skills ==
Author's Note: While the skills listed below only reach up to level 5, it would be a waste of time to continue creating and naming skills, as the forum's only current healer is only level 3 at this point. If and when the need arises for more skills, then we shall add them. Just wanted to clear that up -- the Healer class doesn't cap at level 5.
=== Passive Skills ===
These skills are always active or activate on their own with certain conditions being met.
Skill Name 	Effect 	Level
Constitution	Slowly regenerates the health of the Healer. 	1
Insight 	Allows the Healer to sense the presence of all creatures in a nearby area, and the health statistics of his teammates.	2
Ardent 	Amplifies the Healer's stamina/mana regeneration by 25% 	3
Steadfast 	Increases the Healer's resistance to attacks by 5% 	4
Sentinel 	Increases the Healer's resistance to attacks by 10% 	5
=== Active Skills ===
These skills need to be activated to work. As a part of the Mage classes, Healers can access a few mediocre overall Mage attack skills, which are not listed in this list.
Skill Name 	Effect 	Magicka Cost	Level
Mend Wounds 	Slowly mends small cuts, abrasions and bruises of a single teammate. 	Very Low 	1
Stabilize 	When cast on a teammate, stabilizes the teammate's vital signs and essential body functions to keep them alive. Requires full concentration.	High 	1
Team Insight 	Allows all teammates to sense the presence of all creatures in a nearby area. 	Very Low 	2
Avert Pain 	Casts a pain resistance aura on a single teammate. Requires full concentration. 	Medium 	2
Healing Stream	Slowly mends medium-sized cuts, gashes, and abrasions of a single teammate. 	High 	3
Charged Strike	A charge of lightning magic is built up by the caster and then released onto a single target. 	Medium 	3
Cleanse 	Cleanses a single teammate of negative health conditions such as bleeding or poison. 	Very High 	4
Supox Blade 	Summons a sword made of magicka for the Healer to fight with. 	High 	4
Healing River 	Mends medium-sized cuts, gashes, and abrasions of a single teammate at a moderate rate. 	Very High 	5
Aura of Light 	Casts a shield made of magicka that encompasses nearby teammates and can block magic attacks. Requires full concentration. 	Very High 	5