Blood Healer

Blood Healers are rare in Barsaive but they are much more common amongst the Therans and the Blood Elves. This is a result of the extensive use of Blood Magic in their powers, and because of this many Barsaivians distrust Blood Healers. But even with this distrust, many seek out a Healer's help, for their skill is second to none.

Important Attributes:
Perception, Toughness, and Willpower
Racial Restrictions:
None
Karma Ritual:
The Healer sits in quiet meditation and visualizes a patient suffering from multiple afflictions (diseases, wounds, poisons, etc.). The Healer then begins naming, one by one, the afflictions and cures for each ailment. As the Healer names the ailments their body experiences the same symptoms. When the cure is pronounced the Healer's body is cured. The ritual is complete as soon as the patient is completely cured.

Artisan Skills:

Body Painting, Embroidery, and Storytelling

Notes:
     *     Denotes a Discipline Talent 
     [ED]    Talent can be found in the "EarthDawn" rulebook 
     [CO]    Talent can be found in the "EarthDawn Companion"

First Circle

Talents
*Blood Heal
Read & Write Language [ED]
*Suppress Wound
Karma Ritual [ED]
Fireblood [ED]
Avoid Blow [ED]

Second Circle

Talents
Durability (6/5) [ED]
Speak Language [ED]
* Fire Heal [ED]

Third Circle

Talents
Empathic Heal
Empathic Sense [ED]

Fourth Circle

Karma:
Karma on Perception only tests
Talents
* Threadweaving (Lifeweaving) [ED]
Heartening Laugh [ED]

Fifth Circle

Spell Defense:
+1 Spell Defense
Talents
*Lend Health
Cold Purify [ED]

Sixth Circle

Preserve:
The Healer places the voluntary (or unconscious) target in a death like state in which all bodily function cease, so that the effects of wounds, poison, disease and other injuries stop. This is used to allow the patient to be taken where more healing help can be found or to wait until a cure is found.

To accomplish this the Healer spends 5 points of strain and makes a Lifeweaving test against the target's spell defense. If successful the target is in this state for 1 week per rank in Lifeweaving or until a successful Dispel Magic spell is cast (using the Healer's Lifeweaving rank to figure the difficulty). A Healer can unweave this state by making a successful Lifeweaving test, or it can be removed by Dispel Magic.
Talents
Resist Taunt [ED]
*Treat Disease

Seventh Circle

Karma:
The Healer may spend a Karma point on a recovery test or a talent that substitutes for a recovery test, including Talents used on others.
Talents
Calm Rage
*Purge Poison

Eighth Circle

Social Defense:
+1 Social Defense
Talents
*Revive
Hypnotize [ED]

Ninth Circle

Heal Wounds:
The Healer can remove a Wound from herself or a patient, at the cost of a recovery test and one point of Strain, as an action.
Talents
Steely Stare [ED]
*Restore Sanity
Lifesight [ED]

Tenth Circle

Recovery:
+1 Recovery Tests per day
Karma:
Karma on Willpower only tests
Talents
Lion Spirit [CO]
*Resurrect

Eleventh Circle

Physical Defense:
+1 Physical Defense
Initiative:
+1 Initiative Step
Talents
Vitality [CO]
Multi-Tongue [CO]

Twelfth Circle

Spell Defense:
+1 Spell Defense
Social Defense:
+1 Social Defense
Talents
Thought Link [CO]
Wound Transfer [CO]

Thirteenth Circle

Physical Defense:
+1 Physical Defense
Recovery:
+1 Recovery Test Per Day
Talents
Detect Influence [CO]
Exorcise Mark

Fourteenth Circle

Spell Defense:
+1 Spell Defense
Karma:
Karma on Charisma only Tests
Talents
Slough Blame [CO]
Vital Strike [CO]

Fifteenth Circle

Karma:
+25 Max. Karma
Social Defense:
+1 Social Defense
Blood Gift:
This gift allows the Healer to use Blood Magic to grant exceptional health or curse the target with ill health. The gift comes in two parts:

A) Blood Boon: This requires 2 points of Blood Magic and a successful Lifeweaving test against a difficulty of the target's spell Defense. If successful, the target gains +2 Steps to all Toughness and Recovery tests. The gift lasts for at most a year and a day or until the Healer heals the Blood Magic damage.

B) Blood Bane: This requires 2 points of Blood Magic and a successful Lifeweaving test against a difficulty of the target's spell Defense. If successful, the target receives a penalty of -2 Steps to all Toughness and Recovery tests. The gift lasts for at most a year and a day or until the Healer heals the Blood Magic damage.
Talents
Second Chance [CO]
First Ring of Perfection [CO]

Blood Healer Talents

Return to Guild Hall

Credits

The Blood Healer was created by Graeme Lindsell (lindsell@rschp1.anu.edu.au) and Robert Stehwien (rstehwien@oocities.com).

Feel free to distribute this document as long as you keep these credits in the document.

Any donations of art for the page would be greatly appreciated and given due credit.

If you want a copy of the Web page(s) for your site (just incase something happens to Robert's account) please mail Robert at rstehwien@oocities.com.

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