Listed below are the magics known by the Healer Class. Please note that
these magics are primarily known by the Slayer Healer Class, and Shrine
Healers know a great deal more healing arts. However, the magics of a
Shrine Class Healer are not active 'spells', and the skills of Shrine Healers
varies from individual to individual.

When first learning the Slayer Healer Class, one may learn only up to 5
Quick Heals. At second-level achievement, a Slayer can learn 7 Quick
Heals, and up to 2 Vitality Magics. At third-level mastery, a Healer may
acquire the use of all Quick Heals and up to four Vitality Magics.

Vitality Magics are considered a type of destructive magic, and is harmful
to the caster if not used correctly. Training should be taken seriously for
Healers seeking to master this Slayer Class.

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                                        Quick Heals

Energy Restoration
- Instantly revitalizes the energy levels of an nearby
ally, but should be used with caution as casting this restoration on an
individual too many times can cause them to suffer from a severe feedback
of energy loss when the battle is over.

Wound Veil - Instantly heals over any flesh-wounds. If used when a
wound is first gained, it can stop a wound from turning mortal.

Executioner's Reprieve - Increases the power, tenfold, behind a target
ally's next spell.

Energy Recall  - Next time a Healer uses a Quick Heal, it's energy level is
restored to full capacity.

Confusion Lift - Disorientation and confusion is healed in nearby allies.

Painless - Negates the pain of severe wounds that a nearby ally has
gained, allowing for them to be freed from the pain of existing wounds
while a Healer is at work, or allowing for them to continue to fight without
the throb of a distracting injury.

Immunity - Target ally is protected from harm during the next three spells
it casts.

Combined Energy - Allows one ally to channel the energies of another
ally, boosting the energy of the individual's next attack tenfold.

Stasis Meld - Surrounds any downed and/or severely wounded allies in a
stasis field of white energies which protects them from further harm, and
stops their current injuries from worsening. One should note than when a
Stasis Meld is in effect, the ally cannot attack.

Healing Web - Allows for the Healer to instantly heal up to four adjacent
allies, provided they are not suffering from mortal wounds.

Poison Refusal - Removes the effects of poisons and toxins on nearby
allies. Cure only lasts for up to four hours, and then symptoms of the
poison/toxins will come back.

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                                        Vitality Magics

Mortality Reversal
- Heals any mortal wounds a nearby ally may gain,
but only if physical contact is made. The pain that the wound causes the
injured ally will transfer to the Healer, so one should be careful not to use
such a magic unless they themselves aren't under immediate threat, as the
pain will not go away until the injury of the ally is healed by a Shrine
Healer.

Shared Vitality - Causes one or more nearby allies to share their health
levels, causing any damage from wounds to be split and shared between
them. Can minimize the amount of damage one individual receives, but if
more than one mortal wound is inflicted on one individual, it may remove
both allies from battle.

Orcle's Breath - Revitalizes all allies in the area, healing all wounds and
negating the effects of disorientation or pain. Healing effects only last for
as long as the Healer is still conscious and breathing. If the Healer falls
unconscious or is killed, all allies who were healed will find their healed
wounds reopening. It's advised that Healers do not use this magic in the
throes of battle unless they know for sure they won't be the target of an
attack.

Intervention - The next attack used against an ally is blocked by a divine
energy shield, and the shield will cause the damage inflicted upon it to
transfer back to the attacker, causing confusion and even death. Drains the
energy levels of a Healer quickly, and no more than four Interventions can
be used by one Healer per day.

Demon's Health - An useful power, this spell causes the blood parasites
in those that are Blood-Marked to heal the damages all targets receive,
knitting the flesh and bones back together. The sensation is unusual, and
can sometimes prove to be distracting to Slayers, but can mean the
difference between life and death in battle. If activated before battle, the
blood parasites can keep an ally living through most damage it receives, and
allow the Healer to turn it's focus onto keeping energy levels sustained.
Only those of the third Healer rank may use this magic.

Guardian's Revival - Resurrects one fallen ally, but only if physical
contact is made with the fallen. Spell takes up to five minutes to revive the
dead, and causes the Healer to sacrifice half of it's current energy levels.
Wounds of the fallen will be healed, but they will only be revived with half
their energy restored.
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Alicia Brons.
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