Difference between revisions of "Healer"

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{{Playtest|rule=Updated as of November 3rd, 2024}}
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'''Healer''' is a core [[class]] that casts [[magic]] to aid, assist, and protect.
 
 
 
[[Image:Healerheraldry2.jpg|thumb|A white cross on a red field: a common heraldry for Healers]]
 
[[Image:Healerheraldry2.jpg|thumb|A white cross on a red field: a common heraldry for Healers]]
'''Healer''' is a core [[class]] that casts [[magic]] to aid, assist, and protect.  
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[[image:Patoinqsmall.jpg|thumb|Embodied here by [[Decoy]] of [[Wavehaven]].]]
  
 
==From the [[Rulebook]]==
 
==From the [[Rulebook]]==
[[image:Patoinqsmall.jpg|thumb|Embodied here by [[Decoy]] of [[Wavehaven]].]]
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{{Ruleblock-start}}<onlyinclude>
  
This image has been somewhat forged between clerics and the “hedge mages” that preceded Christianity. Our modern view of the fighting “Healer” stems from early medieval clerical use of bludgeoning weapons, so as not to break the implied biblical prohibition against drawing blood.
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The Healer class is designed for support and protection, with a focus on restoring and fortifying allies.
 
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;Examples: Hippocrates, Chiron, Galenus, and the Hospitaller
===Examples===
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;[[Garb]]: Red [[sash]] and medieval/sword and sorcery looking garb
Hippocrates, Chiron, Elrond, Rath, Galenus, and the Hospitaller
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;[[Look The Part]]: 1 extra magic point at the Healer’s highest level.
===Equipment===
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;[[Armor]]: None
'''[[Garb]]:''' Red [[sash]] and medieval/sword and sorcery looking garb<br>
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;[[Shields]]: None
'''[[Look The Part]]:''' 1 extra point of magic at the Healer’s highest level.<br>
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;[[Weapons]]: [[Dagger]], [[Magic Staff]]
'''[[Armor]]:''' None<br>
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;[[Magic-user]]: Healers may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by [[Magic Users]] are [[Magical]] abilities.
'''[[Shields]]:''' None<br>
 
'''[[Weapons]]:''' [[Dagger]], [[Magic Staff]]<br>
 
 
 
===[[Magic-user]]===
 
Healers may purchase five points of magic from each level. Unused points from higher levels can be
 
rolled down to lower levels. A list of all magic purchased must be carried at all times.
 
  
 
==Spell List==
 
==Spell List==
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| 1
 
| 1
 
| -
 
| -
| 2/life Charge x3
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| 2/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Sorcery (School)|Sorcery]]
 
| [[Sorcery (School)|Sorcery]]
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| 1
 
| 1
 
| 4
 
| 4
| 2 balls / Unlimited
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| 2 Balls / Unlimited
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
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| -
 
|-
 
|-
 
| -
 
| -
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| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
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| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Command (School)|Command]]
 
| [[Command (School)|Command]]
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| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
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| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
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| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
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| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Command (School)|Command]]
 
| [[Command (School)|Command]]
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| [[Iceball]]
 
| [[Iceball]]
 
| 1
 
| 1
| 2
+
| 3
| 2 Balls / Unlimited
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| 1 Ball / Unlimited
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
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| -
 
|-
 
|-
 
| -
 
| -
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| 1
 
| 1
 
| -
 
| -
| 1/Refresh Charge x5
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| 1/Refresh [[Charge]] x5
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
| Touch
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| Other
 
|-
 
|-
 
| 4th Level
 
| 4th Level
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| 1
 
| 1
 
| 1
 
| 1
| 1/Refresh Charge x10
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| 1/Refresh [[Charge]] x10
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Protection (School)|Protection]]
 
| [[Protection (School)|Protection]]
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| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
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| -
 
|-
 
|-
 
| -
 
| -
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| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
| Touch
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| Other
 
|-
 
|-
 
| -
 
| -
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|-
 
|-
 
|}
 
|}
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</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}}
  
 
==Previous Versions:==
 
==Previous Versions:==

Revision as of 06:35, 23 February 2025

Healer is a core class that casts magic to aid, assist, and protect.

A white cross on a red field: a common heraldry for Healers
Embodied here by Decoy of Wavehaven.

From the Rulebook

The Healer class is designed for support and protection, with a focus on restoring and fortifying allies.

Examples
Hippocrates, Chiron, Galenus, and the Hospitaller
Garb
Red sash and medieval/sword and sorcery looking garb
Look The Part
1 extra magic point at the Healer’s highest level.
Armor
None
Shields
None
Weapons
Dagger, Magic Staff
Magic-user
Healers may purchase five magic points from each level. Unused points from higher levels can be rolled down to lower levels. A list of all magic purchased must be carried at all times. All abilities purchased by Magic Users are Magical abilities.

Spell List

Level Spell Name Cost Max Frequency Type School Range
1st Level - - - - - - -
- Banish 1 - 1/Life Verbal Spirit 20’
- Blessing Against Wounds 1 - 1/Life Enchantment Protection Other
- Equipment: Shield, Small 2 1 - Neutral Neutral -
- Equipment: Weapon, Short 3 2 - Neutral Neutral -
- Experienced 2 2 - Neutral Neutral -
- Harden 1 - 1/Refresh Enchantment Protection Other
- Heal 1 1 Unlimited Verbal Spirit Touch
- Release 1 - 2/Life Charge x3 Verbal Sorcery Touch
2nd Level - - - - - - -
- Adaptive Blessing 1 - 1/Life Enchantment Protection Other
- Entangle 1 4 2 Balls / Unlimited Magic Ball Subdual -
- Equipment: Weapon, Hinged 3 1 - Neutral Neutral -
- Greater Release 1 - 1/Refresh Verbal Sorcery 20’
- Hold Person 1 - 1/Life Charge x3 Verbal Command 20’
- Innate 2 2 1/Life Meta-Magic Neutral -
- Sever Spirit 1 - 1/Life Charge x3 Verbal Spirit 20’
- Shove 1 - 1/Life Verbal Sorcery 20’
- Summon Dead 1 - 1/Life Charge x3 Verbal Spirit 50’
3rd Level - - - - - - -
- Adaptive Protection 1 - 1/Refresh Enchantment Protection Other
- Astral Intervention 1 - 1/Life Charge x3 Verbal Command 20’
- Equipment: Shield, Medium 2 1 - Neutral Neutral -
- Extension 1 2 1/Life Meta-Magic Neutral -
- Greater Harden 1 - 1/Refresh Enchantment Protection Other
- Iceball 1 3 1 Ball / Unlimited Magic Ball Subdual -
- Mend 1 - 1/Life Verbal Sorcery Touch
- Raise Dead 1 - 1/Life Verbal Death Other
- Resurrect 1 - 1/Refresh Charge x5 Verbal Spirit Other
4th Level - - - - - - -
- Blessing Against Harm 1 - 1/Refresh Enchantment Protection Other
- Circle of Protection 1 1 1/Refresh Charge x10 Verbal Protection Self
- Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
- Greater Heal 1 - 1/Life Verbal Spirit Touch
- Imbue Shield 1 2 2/Refresh Enchantment Protection Other
- Protection from Projectiles 1 - 1/Refresh Enchantment Protection Other
- Swift 1 2 1/Life Meta-Magic Neutral -
- Teleport 1 2 1/Life Verbal Sorcery Touch
5th Level - - - - - - -
- Abeyance 1 2 1 Ball / Unlimited Magic Ball Subdual -
- Ambulant 1 - 1/Refresh Meta-Magic Neutral -
- Blessed Aura 1 - 1/Refresh Enchantment Protection Other
- Enlightened Soul 1 - 1/Refresh Enchantment Protection Other
- Greater Resurrect 1 - 1/Refresh Verbal Spirit Other
- Steal Life Essence 1 2 1/Life Verbal Death Touch
- Undead Minion 2 - 1/Refresh Enchantment Death Other
6th Level - - - - - - -
- Ancestral Armor 1 - 1/Refresh Enchantment Protection Other
- Mass Healing 1 1 1/Refresh Enchantment Spirit Self
- Necromancer 1 1 - Archetype Neutral -
- Persistent 1 - 1/Life Meta-Magic Neutral -
- Phoenix Tears 1 - 1/Refresh Enchantment Spirit Other
- Priest 1 1 - Archetype Neutral -
- Protection from Magic 1 - 1/Refresh Enchantment Protection Other
- Stun 1 4 1/Refresh Verbal Sorcery 20’
- Warder 2 1 - Archetype Neutral -

Previous Versions:

V7.7

Healer

See also

Classes
Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard

Non-Standard Classes: Monster · Peasant
Alternate Sign-ins: Color · Undeclared
Also See: Look the Part · Credits and Levels

V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Magic Items · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure · Common Misconceptions