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Weaves

    -> Healing

        - Delve

        - Heal

        - Heal the Mind

        - Renew

        - Sever

 


 

Healing

The Talent of Healing involves repairing damage done to the body and mind; the fine work of accelerating and assisting the body’s natural healing processes. Ironically, though, the same skills apply to damaging the body and mind – hence, a number of weaves within this Talent inolve inflicting pain, damage, and death. Fortunately, most of these weaves are either rare or lost.

 

            - Delve

[Spirit] (Common)

Level: 0-3

Casting Time: 1 minute

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Weave Resistance: Yes

 

By touching your target, you learn what injuries, diseases, poisons, or supernatural damage may be affecting him or her, either now or recently. Which sorts of ailments the weave detects depend upon its casting level. If you cast the weave at an insufficient level to detect an affliction, you can tell that there is something else wrong but not what it is. For example, if you cast it at 1st casting level on a trget that has been poisoned, you could tell that something beyond a wound or disease ailed the target but not its exact nature.

            Although treatment for most injuries or wounds is self-evident, this weave can indicate an appropriate course of action if the source of the target’s problem is unknown. It also gives you a +5 bonus on any Heal skill checks made to aid the target.

            Delve can be cast upon a corpse (to learn the cause of death, for instance), but only within 24 hours of death.

 

Casting Level

Afflictions Detected

0

Wounds or injuries

1

Disease

2

Poison

3

Supernatural effects

 

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            - Heal

[Air, Spirit, Water] (Common)

Level: 0-8

Casting Time: See text

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Weave Resistance: Yes

 

You lay your hands upon a living creature to convert in wounds from standard damage to subdual damage. The damage thus converted heals at the normal rate for subdual damage. The amount of damage converted depends upon the casting level and your class level. This weave cannot be used to heal subdual damage.

            This weave can only be cast once per target per day.

 

Casting Level

 

Casting Time

 

Recovered Hit Points

0

1 action

1

1

full action

1d8 + channeler level

2

1 minute

2d8 + channeler level

3

10 minutes

3d8 + channeler level

4

10 minutes

4d8 + channeler level

5

20 minutes

5d8 + channeler level

6

20 minutes

6d8 + channeler level

7

30 minutes

7d8 + channeler level

8

30 minutes

8d8 + channeler level

 

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            - Heal the Mind

[Air, Spirit, Water] (Common)

Level: 1-4

Casting Time: 1 minute

Range: Touch

Duration: Creature touched

Saving Throw: Will negates (harmless)

Weave Resistance: Yes

 

With the weave you help heal a creature in the throes of madness recover his mind, if only for a time. At 1st level, this weave allows the target to make a Will save to end an ongoing attack of madness, regaining his or her self-control. At higher levels, it temporarily reduces the target’s Madness rating – by how much ad for how long depends on the casting level.

 

Casting Level

Effect

1

Target may make a Will save to end an attack of madnes

2

Target’s Madness rating reduced by 1d6 for 24 hours

3

Target’s Madness rating reduced by 2d6 for 48 hours

4

Target’s Madness rating reduced by 3d6 for one week

 

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            - Renew

[Air, Spirit, Water] (Common)

Level: 0-4

Casting Time: Full round action

Range: Touch

Target: Creature touched

Duration: See text

Saving Throw: Will negates (harmless)

Weave resistance: Yes

 

You lay hands upon a living creature to relieve it of fatigue and weariness. The target immediately feels freshened and able to continue with labors, travel, combat, or other physical activities as if he or she were full rested. In game terms, the weave suspends subdual damage for its duration. This freedom from fatigue has its price, however; when the weave ends, the target’s suspended subdual damage all returns, augmented by additional subdual damage. The duration of the effect – the extra time it allows the target to continue to act without rest – and the amount of additional damage suffered when the weave ends both depend on the casting level of the weave (see table below).

            The renew weave is often used in conjunction with the heal weave to enable seriously wounded characters to reach safety.

 

Casting Level

Length of Effect

 

Additional Damage

0

10 minutes

1 point of subdual damage

1

1 hour

1d4 points of subdual damage

2

2 hours

1d6 points of subdual damage

3

4 hours

1d8 points of subdual damage

4

8 hours

1d10 points of subdual damage

 

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