Healing

The Path of Healing is a style of linear magic focused on the healing of disease and wounds in living beings.

Overview
Those who can heal have always been held with a certain amount of awe by humanity. Wether it involves the laying on of hands by a a holy man or woman, an herbalist's poultice, a shaman communing with healing spirits, or a Nurse Practitioner in a clinic, humans value their health and those who help them keep it.

Unlike possibilities with the Sphere of Life, the Path of Healing takes time. There are usually no instantaneous regenerations or recoveries from fatal illness. Even the greatest healers can only make the body to do so much. They accelerate the body's natural abilities, aiding it in doing what it naturally does, only faster and better. Unfortunately use of this path saps the user and overuse can cause burnout or even death. A master can bring someone back from near death but the cost can be terrible.

While it is not absolutely necessary to use this Path, most healers do have some understanding of the medical styles of their culture. Acupuncture, herbalism, homeopathy, and spirit invocation or banishing all have their place in the styles of different healers.

Castings can relieve pain, cure disease, close wounds, even give sight to the blind. There are some hurts so terrible, though, so aggravated, that they cannot be healed by this art. Also, for obvious reasons, these Arts cannot be performed on dead or undead subjects.

A sorcerer only gets one chance at each wound or sickness. If they fail or only achieve partial success, they may not go back and attempt to do better.

System
Roll: Cost: 1 Willpower per injury or disease
 * 1) Manipulation + Intuition (Mystical)
 * 2) Manipulation + Medicine (Advanced Science)

Modifiers: -1 difficulty if Medicine, or the appropriate lore, is equal to or higher than rating in the Path

Duration: Permanent

Aspects
The sorcerer must spend successes as needed, or none, on any or all aspects. The Healer can relieve the pain of an injury even if they cannot heal it. This allows a target to ignore wound penalties depending on the successes. With only basic success the sorcerer can guarantee that the target will not suffer secondary infection or other problems as the result of the disease. With more successes they can cure disease, or counteract exposure to poisons of a level up to their skill level and alleviate symptoms one level above. Recovery depends on virulence, exposure, and how long the target was infected. The sorcerer can close up minor contusions, scrapes, etc. with a single success; wounds disappear over the course of 10 to 15 minutes. For every 2 successes spent on the bashing damage, he or she can reduce the damage by 1 level. 2 successes lets the caster stabilize even a critically hurt patient. The target will not heal levels but will be safe for transport or possibly able to move a little under their own power. More successes do not actually heal levels of damage but do accelerate healing in addition to any benefits gained by regular medical treatment. With much effort the healer can correct congenital problems or those incurred after birth. Some problems are impossible for linear magic to fix. It cannot regrow limbs but can heal eyesight or hearing issues and even some neurological conditions.
 * Pain
 * 1) Minor
 * 2) Moderate
 * 3) Major
 * 4) Extreme
 * 5) Incredible
 * 6) N/A
 * Toxins and Diseases
 * 1) Antiseptic
 * 2) Rating 1 Toxin
 * 3) Rating 2
 * 4) Rating 3
 * 5) Rating 4-5
 * 6) Rating 6-7
 * Bashing
 * 1) Minor Bruises
 * 2) Fix 1 level
 * 3) 25% healing
 * 4) Fix 2 levels
 * 5) 90% healing
 * 6) Fix 3 levels
 * Lethal
 * 1) None
 * 2) Stabilize
 * 3) Three quarters healing time
 * 4) Half the healing time
 * 5) Quarter healing time
 * 6) Instant healing
 * Other Injuries or Debilities
 * 1) None
 * 2) None
 * 3) None
 * 4) Minor debilities
 * 5) Eyesight or hearing problems
 * 6) Major neurological issues