Healer

From AmtWiki
Revision as of 21:39, 10 December 2014 by BlackBart (talk | contribs) (V8 update for Healer)
Circa 6.0

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

From the Rulebook

Embodied here by Decoy of Wavehaven.

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.

Examples:

Hippocrates, Chiron, Elrond, Rath, Galenus, and the Hospitaller

Equipment

Garb: Red sash
Look The Part: 1 extra point of magic at the Healer’s highest level.
Armor: None
Shields: None
Weapons: Dagger

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

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 Touch
- Cancel 0 1 Unlimited Neutral Neutral Touch
- 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 Touch
- Heal 1 1 Unlimited Verbal Spirit Touch
- Release 1 - 2/life Charge x3 Verbal Sorcery Touch
2nd Level - - - - - - -
- Adaptive Blessing 1 2 1/Life Enchantment Protection Touch
- Entangle 1 4 2 balls / Unlimited Magic Ball Subdual Ball
- 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 Touch
- 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 2 - 1/Refresh Enchantment Protection Touch
- Iceball 1 2 2 Balls / Unlimited Magic Ball Subdual Ball
- Mend 1 - 1/Life Verbal Sorcery Touch
- Resurrect 1 - 1/Refresh Charge x5 Verbal Spirit Touch
- Undead Minion 1 - 1/Refresh Enchantment Death Touch
4th Level - - - - - - -
- Blessing Against Harm 1 - 1/Refresh Enchantment Protection Touch
- Circle of Protection 1 1 1/Refresh Charge x10 Enchantment Protection Self
- Greater Heal 1 - 1/Life Verbal Spirit Touch
- Imbue Shield 1 - 1/Refresh Enchantment Protection Touch
- Protection from Projectiles 1 - 1/Refresh Enchantment Protection Touch
- 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 Ball
- Ambulant 1 - 1/Refresh Meta-Magic Neutral -
- Blessed Aura 1 - 1/Refresh Enchantment Protection Touch
- Dispel Magic 1 - 1/Refresh Verbal Sorcery 20’
- Enlightened Soul 1 - 1/Refresh Enchantment Protection Touch
- Greater Resurrect 1 - 1/Refresh Verbal Spirit Touch
- Greater Undead Minion 2 - 1/Refresh Enchantment Death Touch
- Steal Life Essence 1 2 1/Life Verbal Death Touch
6th Level - - - - - - -
- Ancestral Armor 2 - 1/Refresh Enchantment Protection Touch
- Mass Healing 1 1 1/Refresh Enchantment Spirit Self
- Necromancer 1 1 - Neutral Neutral -
- Persistent 1 - 1/Life Meta-Magic Neutral -
- Phoenix Tears 1 - 1/Refresh Enchantment Spirit Touch
- Priest 1 1 - Neutral Neutral -
- Protection from Magic 1 - 1/Refresh Enchantment Protection Touch
- Stun 1 4 1/Refresh Verbal Sorcery 20’
- Warder 2 1 - Neutral Neutral -


Previous Versions:

V7.7

This image has been somewhat forged between clerics and the “hedgemagickers” 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.

Example: Hippocrates, Chiron, Elrond, Goldmoon, Archangel Raphael, Galenus, and the Hospitallers

Garb: Red sash

Class details:

Healer Level Lives Weapons Armor Immunities Abilities and Traits
All 4 subtracts from magic points Medium shield (subtracts from magic points) None Magic-user (see below)

Healer Magic

  Magic Name Type School Use Cost/Max Range
First Level Cancel S Sorcery Unlimited 0/- 50'
- Cure Ailments S Spirit 1/life 1/4 T
- Heal S Spirit Unlimited 0/- T
- Lost S Subdual 1/life 1/4 20'
- Mend S Sorcery 1/life 1/8 T
- Mute S Control 1/life 2/4 20'
- Talk to Dead S Spirit 1/game 1/- T
Second Level Banish S Sorcery 1/life 1/4 20'
- Bless E Protection 1/life 2/4 T
- Entangle B Subdual 1 bolt/U 1/2 --
- Heal Extend S Spirit 1/life 1/- 20'
- Sleep S Subdual 1/life 2/4 20'
- Swords to Plowshares S Spirit 1/life 1/2 20'
Third Level Mass Sleep S Subdual 1/game 1/1 LOS
- Protect E Protection 1/game 1/4 T
- Protection from Ailments E Protection 1/game 1/4 T
- Resurrect S Spirit 1/game 1/8 T
- Stun S Sorcery 1/life 2/2 20'
- Wounding S Death 1/life 1/2 20'
- Yield S Control 1/game 2/4 50'
Fourth Level Enhancement N Neutral 1/game 1/1 --
- Harden E Protection 1/game 1/4 T
- Release S Sorcery 1/life 1/4 20'
- Sever Spirit S Spirit 1/life 2/4 T
- Touch of Death E Sorcery/Death 1/game 1/4 T
Fifth Level Awe/Fear S Control 1/game 1/4 20'
- Extension N Neutral 1/life 1/2 --
- Protection from Death E Protection 1/game 1/4 T
- Protection from Magic E Protection 1/game 1/4 T
- Summon Dead S Spirit 1/life 1/- 50'
Sixth Level Circle of Protection FE Sorcery Unlimited 2/- T
- Dispel Magic S Sorcery 1/game 1/4 20'
- Hallowed Ground FE Spirit 1/game 1/2 T
- Teleport S Sorcery 1/game 1/4 T

See also

Amtgard Character 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