Difference between revisions of "Healer"

From AmtWiki
(Updated to V8.6.2 Sappy Two edition)
(8.6.3 Audit)
 
(3 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Playtest|rule=Updated as of November 3rd, 2024}}
 
 
[[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.
 
 
 
==From the [[Rulebook]]==
 
==From the [[Rulebook]]==
[[image:Patoinqsmall.jpg|thumb|Embodied here by [[Decoy]] of [[Wavehaven]].]]
+
{{Ruleblock-start}}[[Image:Healerheraldry2.jpg|thumb|150px|A white cross on a red field: a common heraldry for Healers]]<onlyinclude>The Healer class is designed for support and protection, with a focus on restoring and fortifying allies.
 
+
;Examples: Hippocrates, Chiron, Galenus, and the Hospitaller
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.
+
;[[Garb]]: Red [[sash]] and medieval/sword and sorcery looking garb
 
+
;[[Look The Part]]: 1 extra magic point at the Healer’s highest level.
===Examples===
+
;[[Armor]]: None
Hippocrates, Chiron, Elrond, Rath, Galenus, and the Hospitaller
+
;[[Shields]]: None
===Equipment===
+
;[[Weapons]]: [[Dagger]], [[Magic Staff]]
'''[[Garb]]:''' Red [[sash]] and medieval/sword and sorcery looking garb<br>
+
;[[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.
'''[[Look The Part]]:''' 1 extra point of magic at the Healer’s highest level.<br>
 
'''[[Armor]]:''' None<br>
 
'''[[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==
Line 52: Line 39:
 
| [[Protection (School)|Protection]]
 
| [[Protection (School)|Protection]]
 
| Other
 
| Other
|-
 
| -
 
| [[Cancel]]
 
| 0
 
| 1
 
| Unlimited
 
| [[Neutral (Type)|Neutral]]
 
| [[Neutral (School)|Neutral]]
 
| Touch
 
 
|-
 
|-
 
| -
 
| -
Line 111: Line 89:
 
| 1
 
| 1
 
| -
 
| -
| 2/life Charge x3
+
| 2/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Sorcery (School)|Sorcery]]
 
| [[Sorcery (School)|Sorcery]]
Line 138: Line 116:
 
| 1
 
| 1
 
| 4
 
| 4
| 2 balls / Unlimited
+
| 2 Balls / Unlimited
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
+
| -
 
|-
 
|-
 
| -
 
| -
Line 165: Line 143:
 
| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
+
| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Command (School)|Command]]
 
| [[Command (School)|Command]]
Line 183: Line 161:
 
| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
+
| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
Line 228: Line 206:
 
| 1
 
| 1
 
| -
 
| -
| 1/Life Charge x3
+
| 1/Life [[Charge]] x3
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Command (School)|Command]]
 
| [[Command (School)|Command]]
Line 263: Line 241:
 
| [[Iceball]]
 
| [[Iceball]]
 
| 1
 
| 1
| 2
+
| 3
| 2 Balls / Unlimited
+
| 1 Ball / Unlimited
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
+
| -
 
|-
 
|-
 
| -
 
| -
Line 291: Line 269:
 
| 1
 
| 1
 
| -
 
| -
| 1/Refresh Charge x5
+
| 1/Refresh [[Charge]] x5
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
| Touch
+
| Other
 
|-
 
|-
 
| 4th Level
 
| 4th Level
Line 318: Line 296:
 
| 1
 
| 1
 
| 1
 
| 1
| 1/Refresh Charge x10
+
| 1/Refresh [[Charge]] x10
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Protection (School)|Protection]]
 
| [[Protection (School)|Protection]]
Line 393: Line 371:
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Magic Ball (Type)|Magic Ball]]
 
| [[Subdual (School)|Subdual]]
 
| [[Subdual (School)|Subdual]]
| Ball
+
| -
 
|-
 
|-
 
| -
 
| -
Line 429: Line 407:
 
| [[Verbal (Type)|Verbal]]
 
| [[Verbal (Type)|Verbal]]
 
| [[Spirit (School)|Spirit]]
 
| [[Spirit (School)|Spirit]]
| Touch
+
| Other
 
|-
 
|-
 
| -
 
| -
Line 540: Line 518:
 
|-
 
|-
 
|}
 
|}
 
+
</onlyinclude>{{Ruleblock-end|{{CurrentRulebookNumber}}}}
==Previous Versions:==
+
[[image:Patoinqsmall.jpg|thumb|Embodied here by [[Decoy]] of [[Wavehaven]].]]
===V7.7===
 
[[Healer (V7)|Healer]]
 
  
 
==See also==
 
==See also==
Line 551: Line 527:
  
 
{{Template:Classes}}
 
{{Template:Classes}}
[[Category:Rulebook Terms]]  [[Category:Amtgard Things]] [[Category:Amtgard Terms]] [[category:Classes]][[Category:Healer Magic]]
 

Latest revision as of 04:25, 22 March 2025

From the Rulebook

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

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 · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure