Rulebook - Healing
You can choose only one "type" of healing abilities to develop to further your skills. Healing Enhancers are earned, bought, and rewarded but never "found" unless part of a SL. Enhancers can only offer an additional (+) 1.
1. Natural - Your process of healing deals with medicines, herbs, items found in its natural state, along with knowledge of how bodies work and how to "fix" them "manually".
Natural Healing Abilities- 1d10
Skill level 1 - Herbal Remedies (salves ) +3
Enhancer - "Book o' Herbs" +1
Skill level 2 - Elixirs ( teas ) +4
Enhancer - "Book o' Elixirs" +1
Skill level 3 - Minor Medical ( bandaging ) +5
Enhancer - "Book o' First Aide" +1
2. Innate - Special powers, or abilities to focus one's own energy to heal oneself, but cannot be used on any other person.
Innate Healing Abilities- 1d10
Skill level 1 - Meditation ( inner focus ) +3
Enhancer - special "focus" item +1
Skill level 2 - Rejuvenation ( spiritual refreshment ) +4
Enhancer - "Book o' Mental Calm" +1
Skill level 3 - Regeneration ( regrowth ) +5
Enhancer - "Book o' Mental Energy" +1
3. Magic - Powers bestowed upon objects or by objects for the use of healing.
Magic Healing Abilities - 1d10
Skill level 1 - Scrolls ( Heal slight wounds ) +3
Enhancer - Ring o' healing ( has inscription ) +1
Skill level 2 - Potions ( Heal minor wounds ) +4
Enhancer - Special ingrediant o' healing +1
Skill level 3 - Spells ( Heal major wounds ) +5
Enhancer - Wand o' healing +1