Path of the Thaumaturgy Arcana

*"I come bearing life."*

**Requirements:** Healing Touch (Magician)

**Path Completion Bonus**: +1 Spirit and +2 to casting rolls on spells in the Path of the Thaumaturgy Arcana

## Core Abilities

**Bearer of Life**

**Cost**: 300 XP

**Expedited for**: Magic

**Activation**: Passive

For every ability purchased in the Path of the Thaumaturgy Arcana, gain +1 max HP.

**Radiant Spark**

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Activation**: 2 Actions

**Range**: 30 meters

This spell always succeeds and does not use a casting roll. You shoot a revitalizing burst of life at an ally or undead creature. Make an Dexterity-based skill strike. This spell heals an ally for [ 1d6 / 1d6 / 2d6 ] + [ 1 / 2 / 4 ] times your Dexterity (or half on a glancing blow) HP, or deals twice as much damage to an undead enemy. When you use this on an ally between Encounters it is always a direct hit.

**Lifesense**

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 2 Actions

**Range**: [ 12 / 30 / 100 ] meters

You identify how many creatures are living within range, and whether they are fully healthy, injured, or near death. For each creature, you have an approximate sense of their size such that, for example, you can ignore small rodents when trying to detect humanoid presence.

**Holy Shield**

**Cost:** 300 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 3 / 4 ]

**Casting DL:** [ 9 / 11/ 14 ]

**Activation:** 2 Actions

Range: [ 2 / 4 / 6 ] meters

While this spell is maintained as a Reaction, allies within range apply 1 Alert to all attacks against them, and undead creatures within range take [ double / double / triple ] damage. (Alert applied by this spell cannot be saved for later or reduced by effects that cause the target to lose Alerts, though it can be circumvented by attacks that ignore Alerts.)

**Heal**

**Cost:** 300 XP

**Expedited for**: Magic

**Activation:** 2 Actions

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL:** [ 12 / 16 / 21 ]

*"Every great healer that ever lived began their work with this spell."*

You heal yourself or an adjacent ally for [ 2d6 / 4d6 / 6d6 ] + Spirit HP. If you fail this spell, in addition to normal spell failure rules, your target still gains half of the spell's effect but must succeed a Strength check equal to the Casting DL or lose [ 5 / 10 / 15 ] Vim. Between Encounters or whenever you can take your time calmly, you may use a passive casting roll when casting this spell.

**Unremarkable**

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Personal

*You make yourself less noticeable and less threatening.*

Until [ the start of your next turn / the end of the Encounter / the next Rest ], hostile creatures with a SPI less than the Spellpower divided by 4 cannot target you unless you are the only valid target. Additionally, you gain [ +3 / +6 / +9 ] to Agility and Spirit checks made to hide in a crowd or otherwise seem unimportant. When you target a creature with a hostile action while under this spell, that creature is no longer affected by this spell's effects.

**Flux of the Thaumaturge**

**Prerequisites**: at least 3 abilities purchased in the Path of the Thaumaturgy Arcana

**Cost**: 300 XP

**Expedited for**: Magic, Charm

*"Normally I'm the one doing the healing. It's really nice to be on the other end of that."*

Your attunement to the Thaumaturgy Arcana grants you increased healing. Whenever you are healed by another creature, gain +3 HP.

**Refresh**

**Cost**: 300 XP

**Expedited for**: Magic, Science

**Activation:** 1 Action

*"Actually, the Refresh spell was invented by an assassin. He was also just about to invent the first magical poison."*

You cleanse a food or drink item. That consumable grants 1 more HP, MP, and Vim than it would naturally. Additionally, if the food is tainted by nonmagical poisons, it will immediately turn black and rot (though the poison remains potent).

**Healing Infusion**

**Prerequisites**: at least 3 abilities purchased in the Path of the Thaumaturgy Arcana

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Activation**: 1 Reaction

*You infuse lifeblood into another spell.*

This spell modifies another non-healing spell you are casting which targets a single ally. Add a healing effect of [ 0 / 1d6 / 2d6 ] + Spirit HP to the infused spell’s effect. Only one casting roll is needed and its DL increases by [ 1 / 2 / 4 ].

**Improved Healing**

**Prerequisites**: at least 5 abilities purchased in the Path of the Thaumaturgy Arcana

**Cost**: 300 XP

**Expedited for**: Magic

**Activation**: Passive

Whenever you spend MP on a spell that benefits an ally, they also heal a number of HP equal to your Spirit (in addition to any other healing provided by the spell).

**Critical Healing**

**Cost**: 300 XP

**Expedited for**: Magic

**Activation**: Passive

When you normal- or double-cast a spell that provides healing, roll an extra 1d6 every time a die shows a 6 (6s are "exploding").

**Regenerating Sunbeam**

**Prerequisites**: at least 6 abilities purchased in the Path of the Thaumaturgy Arcana

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: Spec.

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: [ 3 / 9 / 30 ] meters

You channel a beam of radiant energy onto an ally within range. This spell can be maintained as a Reaction. At the end of each of your turns, you spend 1 MP to grant the target [ 1 / 2 / 3 ] times your Dexterity HP and Vim. This spell is dismissed if you lose line of sight to your ally or if they are no longer in range of the spell.

**Healing Arc**

**Prerequisites**: at least 6 abilities purchased in the Path of the Thaumaturgy Arcana

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 3 Actions

**Range**: 12 meters

This ranged spell heals an ally and leaps to all allies within [ 1 / 2 / 3 ] meters, providing half of the healing given to the first ally. The healing can continue in this way, jumping to other nearby allies for half of the healing of the previous one. The attack can’t hit the same target twice. The arc heals the first ally for [ 1d6+2 / 2d6+4 / 3d6+6 ] + Spirit HP. If this spell fails, in addition to normal spell failure rules, a failed spell causes [ 4 / 8 / 16 ] Vim loss to the first target, jumping with halved effects as the spell would normally.

**Lasting Revitalization**

**Prerequisite**: Heal

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: Touch

The target ally regains [ 1 / 2 / 4 ] HP per Round for SPI Rounds at the end of each of their turns. Whenever they benefit from other healing magic while this spell is ongoing, they lose an amount of Vim equal to half of the HP gained from other spells. Between Encounters or whenever you can take your time calmly, the casting DL for this spell is reduced by 3.

**Delayed Revitalization**

**Prerequisite**: **Lasting Revitalization**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 3 / 6 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: Respite

**Range**: Touch

*You provide a slow heal to an ally, healing them over the course of a night.*

The target ally fully regains [ a quarter / half / all ] of their max HP and Vim the next time they Rest for at least 6 hours.

**Radiant Aura**

**Prerequisites**: Heal, Radiant Spark

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: Special

**Activation**: Passive

**Range**: 12 meters

*You have an aura of healing surrounding you.*

At the end of each of your turns (and freely out of combat), you may choose to spend 1 MP to heal 1 HP to all allies within range, including yourself. You may have one aura active at a time. Your aura can be switched during a Rest.

**Hearty Aura**

**Prerequisite**: **Radiant Aura**

**Cost**: 600 XP

**Expedited for**: Magic

**MP Cost**: Special

**Activation**: Passive

**Range**: 100 meters

*You embody life.*

You and all allies within range have +12 max HP. (Affected allies gain 12 HP when their max HP increases and lose 12 HP when outside of the aura.) You may have one aura active at a time. Your aura can be switched during a Rest.

**Touch of Vim**

**Cost**: 300 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 3 / 5 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: Touch

*You infuse vigor into a touched ally.*

This ally can immediately convert up to [ 3 / 12 / 24 ] MP into Vim at a rate of 1 MP to [ 2 / 4 / 6 ] Vim. You can cast this on yourself.

**Aura of Vim**

**Prerequisite**: **Touch of Vim**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: 30 meters

*A pulse of vigorous energy radiates around you.*

This spell functions as **Touch of Vim** [ half-cast / normally cast / twice-cast ] on all allies within range (including yourself). Additionally, for every 2 Vim gained, the ally gains [ 1 / 2 / 3 ] HP.

**Leighis**

**Prerequisites**: at least 9 abilities purchased in the Path of the Thaumaturgy Arcana

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: [ 2 / 2 / 1 ] Action(s)

**Range**: Touch

The touched creature is cured of [ 1 / 2 / 3 ] debuff(s) of your choice. If a debuff is being continuously applied, such as a debuff that persists on a creature while they remain in an area, the touched creature will regain this debuff at the start of their next turn.

## Course of Conditions

**Cure Sickness**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: Touch

*You prevent an ally from succumbing to toxins or disease.*

The touched ally gains a [ +3 / +6 / +9 ] bonus to Strength checks made to resist diseases or poisons until [ the end of the Encounter / the end of the Encounter / the next Rest], is cured of sickness, and recovers any HP, MP, or Vim lost this Round due to disease or poison.

**Ounce of Prevention**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Activation**: 2 Actions

**Range**: [ 6 / 18 / 60 ] meters

You protect the target with proactive healing, giving them [ 2d6 / 4d6 / 6d6 ] + SPI temporary HP. You may spend an extra 1 MP to decrease the Activation cost by 1 Action.

**Ray of Hope**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 6 ]

**Casting DL**: [ 14 / 18 / 22 ]

**Activation**: 1 Action

**Range**: [ 6 / 18 / 60 ] meters

A target within range heals [ 1d6 / 2d6 / 4d6 ] + SPI HP. The target also gains 2X temporary HP, where X is the amount of overhealing provided by this spell (the amount of HP healed past their max HP).

## Course of Damages

**Cleansing Pulse**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: [ 3 / 9 / 18 ] meters

You send out a radiant pulse of arcane healing. This removes [ 1d6 / 2d6 / 4d6 ] + SPI burning and bleeding from all allies within range.

**Soothe**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: 1 Action

**Range**: Touch

You attempt to calm an enraged creature. The creature must make a Charisma check vs Spellpower. If they fail and can be pacified (by GM's discretion), this spell removes their hostility. If they fail and cannot be pacified, the creature takes [ 1 / 2 / 3 ] paralysis damage, [ 1 / 2 / 3 ] stun damage, and loses [ 1 / 2 / 3 ] Alerts.

**Restoration**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 14 / 18 / 22 ]

**Activation**: 2 Actions

**Range**: Touch

You heal the touched creature, reversing [ 1 / 3 / 6 ] points of Attribute damage. The healing from this spell may be split across Attributes.

## Course of Wounds

**Stabilize**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Wounds

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 4 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: Touch

*You prevent an ally from dying.*

This ability is usable only on Dying ally. This spell's effects vary by cast-strength:

* **Half**: The ally cannot gain any Grievous Wounds until the end of your next turn.
* **Normal**: The ally cannot gain any Grievous Wounds until the end of the Encounter; if they just gained a Grievous Wound since your last turn, instead they don’t.
* **Double**: As Normal, plus the ally gains 1d6+SPI HP and twice as much temporary HP.

**Revival**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Wounds, **Delayed Revitalization**

**Cost**: 700 XP

**Expedited for**: Magic

**MP Cost**: 3 + 2X

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: Touch

*You infuse an adjacent injured or dying ally with a gush of healing energy.*

The touched ally immediately regains [ one quarter / half / all ] of their maximum HP (rounded up). When cast, roll 1d6 + X. Subtract 1 from the die result for every 4 HP the ally has remaining when this spell is cast. On a 1, the target suffers a magical Grievous Wound. On a 2, the target’s body is put into overload: they gain a +3 Strength buff and 1 Attribute damage to all Attributes. On a 3, the target becomes nauseous, vomiting for the next Round, and taking a -1 to all checks until the next Rest. On a 4, the target becomes fatigued. On a 5 or higher, the target heals without penalty.

**True Restoration**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Revival**

**Cost**: 800 XP

**Expedited for**: Magic

**MP Cost:** [ 10 / 20 / 30 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: [ Intermission / Rest / Respite ]

**Range**: Touch

*You attempt to remove an ally’s Grievous Wound.*

Choose a Grievous Wound that your target has. On a successful cast, the target removes that Grievous Wound (including any penalties resulting from it). Additionally, the target heals [ SPI HP / half of their maximum HP / all of their HP and is cured of all negative status effects ]. If the spell fails, the Grievous Wound becomes permanent and cannot be removed by any means.