The quintessential healers. The power of healing derives from blood, and healers draw their own to create medicines. This is augmented with other medical skills, mundane and supernatural, but in direst times, they use their own blood to heal.
To become a healer, to have blood that is imbued with celestial lifeforce, one must make a great sacrifice. One must devote themselves to the healing arts and use them for years before they are worthy, and then they must prepare a special concoction, a medicine, in a special kind of pot.
To become a healer, one must first live it. If one devotes onself to the study and practice of medicine, this is the first step. Once they have done this for at least six years (usually more), proving themself every step of the way as a devoted healer, they may be taken under the wing of a healer. Their mentor will teach them the six esoteric arts of the healer - blood of life, clay of life, true listening, empathy, guiding flow, and careful binding. This usually takes between three to six years.
The most important part of becoming a healer is the sacrifice one makes - their entire life. This is more than a vow or oath. This is more than an attitude or lifestyle. It is constant devotion. It is putting others above oneself entirely. It is pure selflessness. And to achieve this, they must complete their training. Once they understand the six esoteric arts, they must prove they are worthy. They will be tested by their mentor in knowledge and skill, and then they will be sent to create a special pot to create a concoction to prep themselves for the final act.
The pots are formed using any neutral or celestial form of clay. Each pot is designed with etchings that symbolize the body: blood and heart, bone, flesh and muscle, viscera, the mind, humors, and hair and nails. How these are symbolized varies by culture, but it is always a combination of image and writing.
Once the pot is designed and fired, it is left outdoors for a week and a day. Anything that has entered the pot in that time is then taken, along with the pot, to a nearby body of water. The pot is half-filled with water, stoppered, and sunk into the body of water, where it is left again for a week and a day. It is then taken to the healer-in-training's home and it is unstoppered. The healer then puts some of their own blood and other parts of their body into the pot (hair, nails, skin, other humors, etc.). It is re-stoppered and placed next to or under the bed or sleeping place of the healer for a week and a day. After this period, the pot is heated or frozen in some way for a week and a day (this varies by culture and location). Finally, it is taken to a place of healing, and then concoction is smeared on the bodies of 40 patients or as many as are present (whichever is fewer), and then the remainder of the medicine is drunk by the healer, who will then pass out.
If they are worthy, if they have done everything right, they will awaken in a week and a day with the blood of life in their veins. If they have failed in any way, they will get very sick for a week and a day.
After they have done this, they can do it again to create new medicine for use to recover from blood loss used to heal.
The final act of a healer's training is when they awaken with the blood of life. They will sense someone nearby in need of healing (this is inevitable unless they are absolutely alone). They will feel the compulsion to give their blood to this person. When they do, they will feel their blood begin to burn. If they let it touch air, they will erupt into flame. Knowing this, knowing they will die in this moment, they have the choice - die or let someone else die. Those who choose themselves lose their powers. Those who self-immolate by opening their veins to heal another feel ecstasy and power, and forever after they can heal with their own blood and use the other powers of a healer.
When performing their sacrifice, the healer rolls their WIL plus a bonus for their degree of devotion to healing and their desire to help others against the difficulty of surviving and recoverying from catastrophic self-combustion (16 plus 1 per every point of STR over 19). If they get to the point where self-immolation is even possible, their bonus is already +12, but it can go much higher (cap is 42 total WIL+bonus for standard mortal). Success rate determines the base power of their lifesblood:
Critical failure: death.
Exceptional failure: permanent power loss, bodily dysfunction, coma.
Special failure: permanent power loss and bodily dysfunction.
Failed roll: they chicken out and either have to try again or lose their powers.
Tied roll: power of 7.
Normal success: 10.
Special success: 13.
Exceptional success: 16.
Critical success: 19.
The strength of a healer's lifesblood has a base determined by their sacrifice and medical knowledge. If they have a correct diagnosis of a problem, that is +6 to healing and allows them to address the source. If they know only symptoms, it is +3 to addressing the symptoms. If they know nothing, they can merely apply their base power to alleviate any kind of general discomfort reported or perceived.
The blood of life can grow in power as the healer makes more sacrifices using the blood. This is to say, every time they mortally wound themselves (that is, draw a mortal wound's worth of blood) to heal someone with a deep or mortal wound, the lifesblood temporarily gains a +3, and for every eight times they do this, they permanently gain +1. This can only be done if the mortal wound is done to engage a wound directly, not if done to draw blood for use later.
Recovering from blood loss takes time, but healers recover faster than others. They view using another's lifesblood to recover from blood given freely to be a waste of lifesblood, so they recover on their own by use of special diet, exercise, meditative and rest practices, and doses of their original medication. Flesh wounds heal almost instantly. Normal wounds heal after a day. Deep wounds become normal wounds after a week and heal in a day after that. Mortal wounds become deep wounds in a day, then take a week to become normal wounds, then heal in a day. Total exsanguination will kill them, but it will heal anything.
Note: the above refers only to blood drawn safely for use in healing, not for actual wounds caused by battle, accident, etc. Wound ratings used above refer to amounts of blood lost.
The six powers of a healer are
Blood of Life: the sharing of healing blood for rapid healing.
Clay of Life: the sealing of a person's body in blood-enriched clay that will heal more slowly but effectively. The clay of life is created by mixing healing blood with neutral or celestial clay. Encasing someone in clay of life has the same effect as healing blood, but it can handle greater injuries with less blood - it just takes longer and their whole body must be encased.
True Listening: the art of hearing what is truly wrong with a person, no matter what their words say. True listening is a passive art used by all healers who have completed their training. They gain a +3 to +6 bonus to diagnosis if they listen to a patient for more than five minutes.
Diagnosis: Diagnosis is necessary to a healer's craft. They cannot heal that which they cannot identify. They can merely treat symptoms if they do not know the cause or condition they are addressing.
Empathy: sensing what a person is feeling and why so that they may be better diagnosed. Healers gain weak empathic powers that can be grown with use. The stronger their empathy, the better their diagnosis and listening skills are. They can also use it to address emotional issues by guiding a person through their trauma.
Sensing Wounds or Illness: Via empathy, they can also sense where pain, injuries, and illness are in the body.
Guiding Flow: guiding the flow of life within a person through touch, breath, and words. A healer can guide the flow of lifeforce, ashar, through a body with their touch, with breathing exercises, or with special calming words. In doing this, they can promote healing in different parts of the body without using their blood.
Careful Binding: using clean, special bandages to trap illness, pain, trauma, or other maladies within a part of a person in order to defeat them. Healers can bind malady into certain parts of a body, drawing disease, pain, trauma, cancer, or esoteric energies into a specific spot so that it can be addressed more directly. They use special bandages to do this. The bandages used in careful binding are either neutral linen or some celestial fabric, touched with the blood of life. Using the control of the flow of life to isolate negative energies, pathogens, pain, etc., the healer can then bind them in place with these bandages and apply their arts directly to the trapped malady.
Surgery: Sometimes after binding, they must cut someone open to address their malady. They do this with special scalpels made from neutral or celestial metals and whetted on opals. A transfusion of preserved lifesblood is usually set up for the surgery.
The use of blood to heal is never the first-resort unless it is obvious a person is in dire straits. The method by which the blood is given determines the potency of its healing, and the amount does as well:
Washing: to wash someone in healing blood works best for smaller external injuries and minor maladies.
Drinking: to have someone drink healing blood helps with internal injuries, gut conditions, and moderate maladies.
Transfusion: to tranfuse healing blood into someone is to give them a complete healing.
The amount of blood translates into a direct bonus:
One drop: no bonus / standard application.
Three drops: +1.
Five drops: +2
Flesh wound's worth: +3
Normal wound: +4
Deep wound: +5
Mortal wound: +6
Instant death: +7
Total exsanguination: +8
When a healer uses their own blood, it must be fresh or preserved. Preserving blood requires use of their pot, but preserved blood takes a -1 penalty for every eight days it is out of the body. Fresh blood is best, but of course, the healer experiences the negative effects of blood loss.
There are three main limitations: infernal beings, beings with different kinds of bodies, and toxic beings.
Infernal beings with toxic bodies / forms. People infected by the contagion can be healed via celestial healing, but the contagion itself is killed by it. Lutipariants, aliens that befoul the world, are similarly affected.
Some beings are too filled with or otherwise composed of infernal powers for celestial healing to work on them. The undead are simply destroyed by celestial healing (if they have bodies). Demons, the Eldritch, infernal inmortals, infernal dragons, and some infernal constructs are all harmed by celestial healing. Other infernal-oriented folk, including cythreuliaid, inimica, and tantum, are all healable via celestial healing, though they prefer other forms of healing culturally. Destroyers cannot be healed by any means, celestial or not.
Beings without bodies cannot be healed by lifesblood, and thus, insubstantiates are unaffected by it. Other forms of celestial healing may be applied to them if they are not purely infernal. Beings such as some viridianites, mechanicals, gargoyles, golems, and crystal folk who do not have blood or have metallic or stone bodies cannot be healed by lifesblood but may be healed by other forms of celestial healing. Similarly, plant and fungal folk require a variation on lifesblood (tree folk healers have lifessap, for example).
PRO -1 ATH / STR +1 AWA +3 WIL +2 PRS / STH -1
Copyright © by the contributing authors. All material on this collaboration platform is the property of the contributing authors.