HEALERS
 

Wizards who channel magical energy to perform healing are known commonly as "Healers." Healers are one of the most common types of Wizard that exist, since every village and every town has need of healing services. As a result, Healers have no social stigma associated with them, and in fact, many are well-liked by the populace at large.

Healing magic is one of the few formalized Wizard disciplines. Healers can usually find a local master to apprentice to very easily, and spell knowledge is shared fairly freely. Some towns and villages even spend money to educate any Wizards that choose to become Healers. Governments try to recruit Healers for militia or military service. The Nobility will hire personal Healers whenever they can find them (although it is expected that Nobles lend the services of their Healer to the community in times of need). Over the years, the formalized training of Healers has led to the study of non-magical medical knowledge. "Mundane" First Aid, Diagnosis and even Surgery skills are not unusual among Healers, especially those who serve in any kind of "official" capacity.

Healers are often expected follow a code known as the "Healer's Promise." (In game terms, since the advantages and disadvantages about even out, there is no additional cost for those that follow the code, but often a social stigma may apply to Healers who abuse the code.) The "Healer's Promise" has two aspects. First, Healers are often able to ask for, and receive, room and board (usually only for themselves, unless the Healer bargains a better deal) from individuals or local officials. In exchange, Healers are expected to perform any Healing services at any time that are needed during their stay. Second, Healers are expected to heal *anyone*, friend or foe, as long as conditions are safe. In return, it is understood that the Healer is to be left unharmed by all, friend or foe. Furthermore, in combat situations, foes who are given Healing are expected to remain in the captivity of the Healer who saved them, if the Healer is part of a victorious force.

Not all Healers follow the "Healer's Promise" but those who try to reap the benefits without providing the expected services will find their public standing is in jeopardy. A Healer known to follow the "Healer's Promise" is usually remembered and expected to be abiding by it if known to have been following the code in the past. Healers who do follow the code almost always wear a silver or steel symbol in the shape of 2 stars, side by side, suspended from a down-turned cresecnt.


CHARACTER CREATION:

Required Advantages
Magical Awareness (5 Points) AND
      Healing 1 (10 Points) OR
      Healing 2 (20 Points) OR
      Healing 3 (30 Points)

Social Effects
+0 Reaction from Common Folk
+1 From Healers
+2 for following the "Healer's Promise"

Common Advantages
Literacy (variable)
Empathy (15 Points)
divider
Common Disadvantages
Pacifism (Variable)
Vow (Variable)
Sense of Duty (Variable)

Common Skills
First Aid (Variable)
Diagnosis (Variable)
Physician (Variable)
Surgery (Variable)
Thaumatology (Variable)
Naturalist (Variable)