The ability to heal living things -- to mend wounds, cure diseases, purge toxins, and knit bone all fall under the purview of healing. In non-combat situations, the individual can purge toxins, cure ailments, and even mend together flesh and knit bone with a bit of time and focusing their will and magical potential. In combat, they can use their magic to treat the wounded and rouse the unconscious.
This ability requires a roll to determine the duration of the healing time and how effective the healing is.
Success Levels:
Only living organic creatures may be healed in this manner. This ability cannot bring back the dead nor fully cure terminal disease or permanent conditions such as blindness, deafness, and/or paralysis. It also does not cure mental health conditions. Healers may only heal one target at a time. Out of combat, Healers may only make one roll per patient per day for a maximum number of patients equal to their dots in Grit. In combat, the rules for FS3 combat below apply.
| Levels | |
|---|---|
| 1 | The healer can purge naturally occurring toxins from the body, cure mild colds and allergic reactions, as well as remove superficial scars but cannot heal magically generated wounds. |
| 2 | The healer can cure more serious infections, sepsis, stop anaphylactic shock, as well as remove moderate scarring but cannot heal magically generated wounds. |
| 3 | The healer can purge magical toxins from the body, help the healing of magically generated wounds, fuse severed body parts back to the body without stitches, and knit broken bones as well as remove serious scarring. |
During FS3 combat, magical healing is performed through the use of an NPC healbot that will be added to the combat by the ST and controlled by the individual with "Healing" during the combat.