Mera is the goddess of medicine and harmony, so it is no surprise that Mera's theurgists boast a natural aptitude for Healing theurgy, but magical healing is hardly the exclusive purview of Mera. Since most Scarterran factions eventually end up with a lot of wounded to patch up, every faction values magical healers highly. Since Healing theurgy is focused through the lens of a theurgist's knowledge of non-magical medicine, a great many religious factions in Scarterra make their acolytes study medicine in the hope that at least some of them will develop Healing theurgy.
Theurgists who develop Healing powers early in their careers tend to naturally empathetic and compassionate souls. Theurgists who develop Healing powers later tend to have their compassion and empathy seasoned with a bit of cold pragmatism. A small but distinct minority of Healing theurgists are motivated by a clinical curiosity in the field of medicine more than a desire to help people. These sorts often have poor bedside manner but they are effective healers none of the less.
(Charisma + Medicine)
All healing effects normally require touch. If the caster is willing to raise the difficulty by +1 he can cast these spells on targets within Charisma x 10 yards provided there is line of sight. When doing this the caster can split successes between multiple targets.
All Healing effects are Instant
● Spare the dying: Staunch continuing blood loss and remove risk of infection for a day.
●● Spare the common scrape: Remove Remove one level of bashing damage per success.
●●● Spare the battlefield wound: Remove one level of lethal damage per success.
●●●● Spare the Lost Vitality: Recover one lost attribute point per success.
●●●●● Spare the Savage Wound: Heal one level of aggravated damage per success.
OR
Regenerate amputated limbs, missing teeth, or destroyed eyes. Regeneration takes at least two to ten uninterrupted minutes to cast and is fairly painful for the duration (though patients rarely complain about this miracle). Regrowing a fingertip is a lot easier than regrowing a leg. More serious damage takes longer to heal and it may take multiple castings.
Smiting Undead and Demons
Against undead and Void Demons the Healing sphere can be used offensively. This usually requires touch, but it can be cast at a distance at +1 difficulty within Charisma x 10 yards provided there is line of sight. When doing this the caster can split successes between multiple targets. In fact, the caster can use some successes to heal allies while using others to smite undead.
Void Demons are able to roll their normal soak rolls to resist damage from offensive healing. Undead normally have no resistance against this form of attack though damage against incorporeal undead is halved (rounded down).
●● Inflict one unsoakable level of bashing damage per success
●●● Inflict one unsoakable level of lethal damage per success
●●●● Cause loss of Strength, Stamina, or Dexterity points
●●●●● Inflict unsoakable aggravated damage
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