Path of the Healer

The Path of the Healer grants you powerful magicks to bring life to the wounded, sick, and even restore the dead.

# Abilities

**Healing Infusion**

**Cost**: 600 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 ].

**Ounce of Prevention**

**Cost**: 500 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.

**Improved Healing**

**Cost**: 500 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**: 500 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**

**Cost**: 500 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 Round, you spend 1 MP to grant the target [ 1 / 2 / 3 ] times your Dexterity HP and Vim. This spell is interrupted if you lose line of sight to your ally or if they are no longer in range of the spell.

**Healing Arc**

**Cost**: 500 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, the first target is **fatigued**, and all targets who would have been hit by the arc lose [ 1 / 2 / 3 ] Vim.

**Restore Mind**

**Cost**: 500 XP

**Expedited for**: Magic

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

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

**Activation**: 1 Action

**Range**: [ 2 / 6 / 12 ] meters

You provide yourself or an ally within range [ 1 / 2 / 3 ] of these effects (you may choose the same effect multiple times):

* The target is no longer charmed
* The target is no longer confused
* The target ignores the effects of fatigued for the rest of this Encounter
* The target gains 1 MP
* The target reduces their paralysis damage by 1
* The target reduces their stun damage by 1

**Flash Life**

**Cost**: 500 XP

**Expedited for**: Magic

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

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

**Activation**: 2 Actions

**Range**: 30 meters

*You quickly surge an ally’s body with a burst of healing magic, often with dangerous side effects.*

This spell succeeds even if you fail the casting roll. The target ally regains [ 3 / 6 / 9 ] times Spirit HP. When cast, roll 1d6, halving the result if you failed the casting roll. On a 1, the magic is too powerful, and the target takes the healing magic as damage instead. On a 2, the target’s body is put into overload for the remainder of the Encounter, and takes a +2 to Strength and a -1 to all other attributes and becoming **fatigued** afterward until she sleeps. On a 3, the target's body is put into overload for the Round, becoming stunned, staggered, and paralyzed until the end of the Round. On a 4-6, the target heals as normal instantly.

**Delayed Revitalization**

**Prerequisite**: **Flash Life**

**Cost**: 600 XP

**Expedited for**: Magic

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

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

**Activation**: Respite

**Range**: Touch

*You provide a burst of healing magic to an ally, spread out over the course of several minutes to weaken the side effects.*

The target ally regains [ 4 / 8 / 12 ] times Spirit HP over the course of several minutes to several hours. Until the end of the next Encounter, the target can't be affected by additional healing magic unless their Health reaches 0. When cast, roll 1d6: On a 1, the target becomes nauseous, vomiting for a minute and then becoming fatigued. On a 2, the target chooses to become fatigued or lose Vim equal to half of the amount of HP healed (ignoring any Vim lost beyond what they have if they reach 0 Vim). On a 3-6, the target heals as normal. At the end of this healing, the target gains [ 4 / 8 / 12 ] max Vim until the next Rest. (The target also gains [ 4 / 8 / 12 ] Vim when this occurs.)

**Lasting Revitalization**

**Prerequisite**: **Delayed Revitalization**

**Cost**: 700 XP

**Expedited for**: Magic

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

**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 their HP and Vim the next time they Rest for at least 6 hours. When **Lasting Revitalization** is cast on an ally, they can not receive additional healing magic until they Rest unless their Health reaches 0. At the end of this healing, the target gains [ 4 / 8 / 12 ] max HP and max Vim until the next Rest. (The target also gains [ 4 / 8 / 12 ] HP and Vim when this occurs.)

**Radiant Aura**

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

**Cost**: 800 XP

**Expedited for**: Magic

**MP Cost**: Special

**Activation**: Passive

**Range**: 12 meters

*You have an aura of healing surrounding you.*

Once per Encounter, at the end of the Encounter, all allies within range (including yourself) gain a number of HP equal to your Spirit. This costs 1 MP each time its effect occurs. You may have one aura active at a time. Your aura can be switched during a Rest.

**Hearty Aura**

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

**Cost**: 900 XP

**Expedited for**: Magic

**MP Cost**: Special

**Activation**: Passive

**Range**: Personal

*You embody life.*

You gain 3 Strength and passively heal twice your Spirit per Encounter, at the end of the Encounter. This effect costs 6 MP per Rest to keep active. You may have one aura active at a time. Your aura can be switched during a Rest.

**Burst of Lifeblood**

**Prerequisites**: **Flash Life**, **Delayed Revitalization**, **Lasting Revitalization**

**Cost**: 900 XP

**Expedited for**: Magic

**MP Cost**: [ 4 / 8 / 12 ]

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

**Activation**: 3 Actions

**Range**: 30 meters

*A pulse of healing energy radiates around you.*

Choose one of these spells: **Flash Life**, **Delayed Revitalization**, or **Lasting Revitalization**. All allies within range (including yourself) take the effects of that spell. (You do not pay the MP cost of that spell or make a casting roll: if you succeed in casting **Burst of Lifeblood**, your chosen spell is automatically cast.)

**Ray of Hope**

**Cost**: 500 XP

**Expedited for**: Magic

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

**Casting D**L: [ 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 (i.e., the amount of HP healed past their max HP).

**Touch of Vim**

**Cost**: 500 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**: 600 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.

**Revival**

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

**Cost**: 900 XP

**Expedited for**: Magic

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

**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 Health. When cast, roll 1d6. If the ally target had more than 5 HP when this spell was cast on them, halve the die result. On a 1, the target suffers a magical Grievous Wound. On a 2, the target’s body is put into overload for the remainder of the Scene, and takes a +2 to Strength and a -1 to all other abilities. On a 3, the target becomes nauseous, vomiting for the next round, and taking a -1 to all checks for the the remainder of the Act. On a 4, the target becomes **fatigued** until she sleeps. On a 5 or 6, the target heals without penalty.

**Restoration**

**Prerequisite**: **Revival**

**Cost**: 1000 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 as if she had **Lasting Revitalization** [half-cast / cast / twice-cast ] on her. If the spell fails, the Grievous Wound becomes permanent and cannot be removed by any means.

**True Resurrection**

**Prerequisite**: **Restoration**

**Cost**: 1200 XP

**Expedited for**: Magic

**MP Cost**: [ 20 / 30 / 45 ]

**Casting DL**: [ 18 / 24 / 27 ]

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

**Range**: Touch

*You resurrect a dead or undead creature.*

On a successful cast, you bring the target back to life with [ one quarter / half / all ] of their maximum health. This spell can't work if the target has been dead or undead for more than [ a day / a week / a month ], or if their soul can't return to their body, or if they don't want to return. If brought back successfully, they have [ 2 / 1 / 0 ] Grievous Wounds extant from the ones which killed them. On a failed cast, you resurrect their corpse as a hostile undead creature that has no soul or sentience. Additionally, this hostile undead creature gains a number of Levels equal to your Spirit. Regardless of the spell's success, this creature can no longer be brought back to life and they gain the Tide “I Should Be Dead.” Finally, when you successfully resurrect another player character, you immediately gain 6 Hero Points and your Hero Point capacity is increased by 3.