Elemental Healers
Those who use elemental magic to heal.
Herbalist
Type: Apothecary
A user of elemental herbs to heal.
To be an herbalist, one must commune with the greenery around them. There must be a sufficient amount of herbs and healing plants nearby, a certain density of plantlife, for there to be enough to be communed with. Greenhouses, gardens, orchards, and farms will work, and any place with naturally growing herbs or healing plants. A few houseplants or the nearby potted sapling don't generate enough energy to work.
Communion requires mindfulness of all plantlife around the herbalist and a deep meditation. The aromas of herbs, the feel of the plants beneath them, the sound of plants rustling in the breeze, the taste of certain plants, these must all be taken in as the mind slips into the collective consciousness of the green. Once meditating, the herbalist must be accepted by the plants. This requires they not be involved in, for instance, industrial pollution, logging, or serial littering. In other words, you must be a friend to the plants. Once this is done (a series of AWA and WIL rolls), the herbalist will be able to sense the energies around them when they are near enough greenery. To draw these energies to oneself to use, one must have am herb or healing plant near enough to touch and, using the power to sense these elemental energies gained from green communion, focus on the breathe of the plants and synch with it, focus on it, and will it inward.
Once they do this, they know the healing properties of all plants and can wield them. This is augmented by herbalists' skill and lore. They are skilled healers who know how to prepare different herbs and plants in teas, poultices, powders, or any form needed to create healing magic. Consult the GM to build a list.
PRO -2 ATH -1 STR / AWA +3 WIL +1 PRS +2 STH /
Rossavita
Type: Healer
Rossavite are users of elemental blood magic, charging it via rituals of consuming animal blood, then using it to heal. Rossavite are healers who developed in ancient cultures where hunters had to heal their companions in the wild, drawing magic from the prey they hunted.
Rossavite use ancient magic to connect with a specific predatory animal - usually a grey wolf, orca, or brown bear - while out hunting, then engage in a ritual hunt, catching numerous animals whose blood they gather. If they perform the ritual hunt correctly, the blood they gather has healing properties.
While they are able hunters, rossavite are primarily healers, working with a small group of hunters. To become a rossavita, one must first learn to hunt, and before that, learn about the connection of predator and prey amongst animals. They must spend time living with animals of both varieties (and those who fall in between), and go a little feral. Eventually, other hunters from their community join them and guide them on a ritual hunt, during which they seek to run (or swim) with their connected animal and hunt prey common to that animal. At the end of the hunt, they must drink the blood of one of their prey, entirely, and then sleep uncovered and exposed in the wilderness where they stopped. They will awaken with their chosen animal friend sleeping beside them with an intense connection and a profound attunement to their own blood.
There are two ways rossavite can heal - using their own blood or that of an animal they have hunted. The former obviously weakens them if they use it, but is more powerful. They can then heal themselves by drinking raw blood from their preferred prey. If they use the blood of prey, it is weaker, but does not weaken them. Rossavita blood gains the healer +3 points per wound level of blood lost. It can be kept and used for up to a day after being drawn, unless it is magically preserved. Magically preserved rossavita blood loses some of its power, becoming only +1 point per wound level of blood drawn. Prey blood is +2 points per wound level drawn (from the prey). The chart below shows the difficulty in healing different wounds and maladies, but only as examples:
| Injury |
Difficulty |
| Papercut, nosebleed, minor scrape or scratch |
1 |
| Congestion, light rash, small bruising |
2 |
| Light headache, nausea, minor symptoms |
3 |
| Flesh wound or not enough sleep |
4 |
| Mild allergy or hayfever |
5 |
| Mild fever or moderate bruising |
6 |
| Normal wound or moderate exhaustion |
7 |
| Moderate headache, nausea, or symptoms, moderate allergy or rash |
8 |
| Minor illness or weak poison |
9 |
| Deep bruising |
10 |
| Moderate fever, fatigue, aches, major allergy or rash |
11 |
| Moderate illness or moderate poison |
12 |
| Deep wound |
13 |
| Mild seizure, small bone fracture |
14 |
| Major symptoms or allergic reaction |
15 |
| Major exhaustion |
16 |
| Influenza or major poison |
17 |
| Moderate seizure or anaphylactic shock |
18 |
| Mortal wound |
19 |
| Moderate bone fracture |
20 |
| Missing limb or minor organ |
21 |
| Major seizure or major illness |
22 |
| Cancer, coma, or advanced disease |
23 |
| Heart attack |
24 |
| Critical wound, major bone fracture |
25 |
| Near death |
31 |
Rossavite sometimes find work in cities, but they prefer to live in the wilderness. Those who do end up in the cities either intend it to be temporary or have had some life difficulties driving them there.
PRO +1 ATH +1 STR +1 AWA +1 WIL +1 PRS -2 STH -1
Vitamadra
Type: Midwife
Vitamadre are midwives who wield elemental lifeforce to help people through pregnancy and help with other reproductive issues, children's maladies, and some small gender issues.
Vitamadre use the arts of vitalism, a magic that taps into the elemental energy of life, to heal others. This art is heavily restricted in Talune, seen as a threat to the powers that be. Because of this, it is usually passed on partly in secret between midwives. They teach midwivery, minor medicine, herbalism, and other complementary skills, and then they teach vitalism, which allows them to transfer their own lifeforce via a special rope that they attach to themselves and their target.
In order to use a rope to transfer healing, it must be corded and knotted, such that it has three strands and three knots per foot. One must wrap the rope around the target. Once the rope is wrapped around the target at least once, another knot must be placed. The rope must also be wrapped around the hands (or equivalent) of the vitamadra. It works best when the rope is around the chest so it touches the heart. The vitamadra will transfer their own lifeforce into the target in order to create one of several healing effects.
To transfer lifeforce from oneself to another requires special training. One must be attuned to their inner lifeforce, their qi, their spark, their
ashar. This requires meditation, attunement via use of special herbs, drinks, and chants, exercises, and diet. It takes decades to completely master. Once someone is atuned to their inner lifeforce, they must prove themselves devoted to prolonging and supporting life - any use of lifeforce to harm others will weaken their healing abilities (to preempt any right wing fearmongering here, abortion is an act of healing if consensual).
One must be careful when transferring lifeforce. Every person has a specific amount at any given time that, if lost, will mean they die, sicken, or weaken. If they are healthy, they will usually recover their lifeforce unless it is drained completely or corrupted somehow, but temporarily, they will be weak. A little bit of lifeforce goes a long way.
It is possible to transfer from one target to another target rather than from the vitamadra to their target. The one giving lifeforce to another is called a "giver." The other is the target. A consensual giver is preferred for ethical and practical reasons, but also because it will be a violation of the magic, weakening the vitamadra. Almost every living thing inherently wants to live on a subconscious level; they have self-preservation instincts. Lifeforce will resist transferrence, and therefore, can be difficult even to transfer from the vitamadra to another. When transferring from a giver to a target, the vitamadra must concentrate deeply, and it helps if the giver is aware of their own lifeforce as well. The rope must be wrapped around both giver and target and in the hands of the vitamadra. Vitamadre cannot transfer from non-conscious beings because of the requirement for consent.
Physical wounds, illnesses, pains, and so on can be healed through transferrence. Physical damage to a body is relatively easy to address. Trauma and mental illness can be treated somewhat, but only the physical aspects can be addressed. This will often reduce symptoms, especially in trauma victims, but not entirely cure it. The more complex something is, the harder it is to heal. Revitalization is the act of bringing someone back from the brink of death. From being mostly dead. A critical wound, a disease in its final stages, etc. It is very difficult to do, and complete recovery is even more difficult. But it is possible.
The below chart is just a set of examples:
| Malady |
Difficulty |
Consequences |
| Congestion, light rash, small bruising, light headache, nausea, minor symptoms, papercut, nosebleed, minor scrape or scratch |
0 |
None |
| Flesh wound or not enough sleep |
1 |
Temporary -1 STR only on CF |
| Mild allergy or hayfever |
2 |
Temporary -1 STR only on CF |
| Mild fever or moderate bruising |
3 |
Temporary -1 STR only on CF |
| Normal wound |
4 |
Permanent -1 STR only on CF |
| Moderate headache, nausea, or symptoms, moderate allergy or rash |
5 |
Permanent -1 STR only on CF, temporary -1 STR on EF |
| Minor illness or weak poison |
6 |
Permanent -1 STR only on CF, temporary -2 STR on EF |
| Deep bruising, moderate exhaustion |
7 |
Permanent -1 STR only on CF, temporary -2 STR on EF, temporary -1 STR on SF |
| Moderate fever, fatigue, aches, major allergy or rash |
8 |
Permanent -1 STR only on CF, temporary -2 STR on EF, temporary -2 STR on SF |
| Moderate illness or moderate poison |
9 |
Permanent -1 STR only on CF, temporary -3 STR on EF, temporary -3 STR on SF |
| Deep wound |
10 |
Permanent -2 STR only on CF, temporary -3 STR on EF, temporary -3 STR on SF |
| Mild seizure, small bone fracture |
11 |
Permanent -2 STR only on CF, temporary -3 STR on EF, temporary -3 STR on SF |
| Major symptoms or allergic reaction |
12 |
Permanent -2 STR only on CF, permanent -1 STR on EF, temporary -3 STR on SF, temporary -1 STR on NF |
| Major exhaustion |
13 |
Permanent -3 STR only on CF, permanent -2 STR on EF, temporary -3 STR on SF, temporary -1 STR on NF |
| Influenza or major poison |
14 |
Permanent -3 STR only on CF, permanent -2 STR on EF, temporary -3 STR on SF, temporary -2 STR on NF |
| Moderate seizure or anaphylactic shock |
15 |
Permanent -3 STR only on CF, permanent -2 STR on EF, permanent -1 STR on SF, temporary -3 STR on NF |
| Mortal wound |
16 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -2 STR on SF, temporary -3 STR on NF |
| Moderate bone fracture |
17 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -2 STR on SF, permanent -1 STR on NF |
| Missing limb or minor organ |
18 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -2 STR on NF |
| Major seizure or major illness |
19 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF |
| Cancer, coma, or advanced disease |
20 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF, temporary -1 STR on NS |
| Heart attack |
21 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF, temporary -2 STR on NS |
| Critical wound, major bone fracture |
22 |
Permanent -3 STR only on CF, permanent -3 STR on EF, permanent -3 STR on SF, permanent -3 STR on NF, temporary -3 STR on NS |
| Near death |
28 |
Death on CF, permanent -5 STR on EF, permanent -4 STR on SF, permanent -3 STR on NF, permanent -2 STR on NS, temporary -1 STR on SS |
PRO -2 ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH -2