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HEALING

The Talent of Healing involves repairing damage done to the body and mind; the fine work of accelerating and assisting the body's natural healing processes. Ironically, though, the same skills apply to damaging the body and mind - hence, a number of weaves within this Talent involve inflicting pain, damage, and death. Fortunately, most of these weaves are either rare or lost. (TWoT RPG pg. 176)

 

Blight of Flesh
(by John Bornicke)

[Air, Fire, Spirit, Water] (Lost)
Level
: 4
Casting Time
: 1 action
Range
: Touch
Target:
Creature touched
Duration:
Instantaneous
Saving Throw:
Fortitude negates
Weave Resistance:
Yes

This particularly nasty weave induces a chemical reaction to occur within the body of a victim, causing the subject’s own body to slowly consume and destroy itself.

Casting this weave requires the channeler to touch his victim's bare skin. There is no immediately noticeable effect, but the victim must make a Fortitude saving throw or begin to suffer numbness and fatigue within the next 1d6 hours. This causes a -2 circumstance penalty to all attacks and Dexterity based skill checks. The victim must make a Fortitude check thereafter every day or suffer 1d4 hit points of damage as his body is ravaged by its own immunity system. During this time, no wounds can be healed naturally and no subdual damage may be recovered through rest.

The effects of this weave will continue until the victim dies or until a Healing weave is administered, or the subject successfully makes 4 consecutive Fortitude saves.

Cleanse

[ Spirit, Water] (Common)
Level: 3
Casting Time: See text
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Weave Resistance: Yes

By touching the target, you help the creature's body cleanse itself of disease or poison.

Poison: The target may immediately make a Fortitude saving throw against the poison's DC. If the target succeeds, the poison is cleansed and has no further effect. If he fails the save, the poison continues to run its course as normal. The target does not take any additional damage for failing the save.

Disease: Recovering from a disease normally requires two successful Fortitude saving throws on two days in a row. The target of this weave may immediately make a Fortitude saving throw against the disease's DC. If he succeeds, he only needs to succeed in a single saving throw to end the disease (instead of two in a row). If this weave is case a second time, and the target succeeds at both saving throws, the disease ends. If he fails the save, the disease continues to run its course as normal. The target does not take any additional damage for failing the save.

This weave can only be cast once per target per day. It affects a single disease or poison each time it is cast. It does not reverse effects of disease or poison (such as ability damage) that have already occurred.

+1 Casting Level: The target gains a +5 circumstance bonus on his Fortitude save. You may stack this bonus by further increasing the casting level (for example, +3 casting levels grants the target a +15 circumstance bonus on the save).

Quicken
(by David Benson)

[Air, Spirit, Water] (Rare)
Level: 3-6
Casting Time: Full round action
Range: Touch
Target: Creature touched
Duration: Concentration
Saving Throw: Fortitude negates (harmless)
Weave Resistance: Yes

This weave allows the caster to increase the flow of adrenaline in a target, offering them heightened strength and speed. The effect lasts as long as the caster maintains concentration. The longer the weave affects a target, though, the more physical damage might result.

Effect:

Level Str/Dex mod Init mod Damage Fort
3 +2 +2 1d4 15
4 +4 +3 1d6 20
5 +6 +4 1d8 25
6 +6* +4 1d10 30

* Target also receives an extra move-equivalent action each round.

Each round that a creature is Quickened, it is subject to subdual damage according to the level that the weave was cast as per the chart above, unless a Fortitude save is successfully rolled. Additionally, when the target is released from the weave, he must make an additional Fortitude Save at the same DC as the per round damage rolls. Failure means that the character suffers 1d4 temporary STR loss as a result of the intense strain placed upon his body. This strength loss can be regained at a rate of 1 point per day of rest. Complete bed rest restores 2 points per day.

Bonuses applied by stat increases due to Quickening are enhancements. Therefore, they do not stack with any other enhancement bonuses, such as those supplied by some ter’angreal. Initiative modifiers resulting from the increase in Dexterity are NOT applied, as they are inclusive of the Initiative modifier on the Effect table.

Should a creature lose consciousness while under the effects of the Quicken weave, the weave automatically ends as the body shuts down and will no longer respond to the weave. A channeler may not use this weave on himself as it is impossible to channel while Quickened.

Rejuvenate
(by Robert Poulin)

[Fire, Spirit, Water] (Rare)
Level:
5
Casting Time:
5 minutes
Range:
Touch
Duration:
5 hours
Saving Throw:
Will negates (harmless)
Weave Resistance:
No

The weave, a specialty of the Yellow and Green Ajahs, allows a channeler to accelerate the healing potential of her target, allowing them to naturally heal twice their level per hour of damage, regardless of their activity level.

In order to fuel this accelerated healing, the target is required to consume large quantities of food. If the target does not consume the equivalent of three large meals during the duration of the weave, he will succumb to exhaustion as his body will run out of fuel and begin to consume itself. Targets so exhausted suffer a -4 circumstance penalty to all rolls until they gain 8 hours of uninterrupted rest.

This weave may only be cast upon an individual once every 2 days due to the high demands placed upon the body.

Restore

[Earth, Spirit, Water] (Common)
Level: 2-6
Casting Time: See text
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Weave Resistance: Yes

You lay your hands upon a living creature to convert temporary ability damage to subdual damage. Each casting of this weave affects damage to only one ability, which you specify. Each point of ability damage converts to 5 points of subdual damage. The damage thus converted heals at the normal rate for subdual damage. The amount of ability damage converted depends upon the casting level, however, the maximum, regardless of the casting level of the weave, is equal to the target's current hit points divided by 5 (minimum 1).

This weave cannot be used to heal regular damage or subdual damage. It does not restore permanent ability drain.

Casting Level Casting Time Recovered Ability Damage
2 1 action 1 point
3 full action 1d4 points
4 1 minute 2d4 points
5 10 minutes 3d4 points
6 20 minutes 4d4 points

 

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