Mending

Mending is the act of shaping a person's soul to more rapidly cure the body. Though one of the most ancient uses of soul magic, it has only been studied in earnest in recent centuries, pushing the practice as a whole out of superstition and into the public eye. Menders are often met with high respect, though few who idolize them understand the true tolls of performing acts of healing. Many who are trained in the art prefer to keep it hidden if at all possible - otherwise they may become mobbed with impossible requests.

Utility

Extended Care

The true strengths of Mending shine when enough time is given to properly heal. Over a period of 8 hours of uninterrupted care in a location reasonably removed from harsh effects of the environment, you may significantly heal one patient. Roll Soulpower/Soul Casting on the table below to determine what is possible to heal, taking into account your current Mending score. This ability causes Drain as shown on the table.

Minimum RollRanks RequiredHealing EffectDrain
11Full hit point restoration, prevent scarring, heal broken bones, headaches, or severe sprains1
52Cure typical diseases and poisons, remove attribute damage, remove non-magical scars3
73Cure fatal diseases and poisons, restore a crippled limb or missing eye5
95Cure magical diseases and poisons, regrow missing limbs7
156Restore a recently killed body to life, remove birth defects or chronic ailments10

Combat

Mending can be expedited to be used in combat, finding tremendous success in battlefields the world over. However, it should be noted that this usage of Mending is very much a shortcut compared to proper care and treatment. Hit point restoration can get a fighter back on his feet, sure, but it isn't going to relieve any pain and often leaves severe scarring if used many times in a fight.

Heal

2 AP
Heal an adjacent ally. Roll Soulpower/Soul Casting to determine the number of hit points restored. You may choose to evenly divide this healing among a number of adjacent allies up to your Mending score. Certain poisons or grievous injuries may increase the difficulty of the roll. This ability causes 3 Drain.

Bolster

3 AP
By sculpting the soul's image of the body, a Mender can temporarily increase the abilities of others. You may increase the Athletics, Endurance, or Precision attributes of an adjacent ally by 1 for a number of rounds equal to your Soulpower. You may give a number of attribute increases up to your Mending score, distributed among any number of adjacent allies. A single attribute cannot be increased more than once by this ability, even from different casters. This ability causes 2 Drain per attribute increase.

Critical Treatment

3 AP
Though considered by some to be a crude and foolhardy way of using an otherwise refined artform, any battlefield medic will fully admit to the occasional usefulness of recklessly throwing your entire soul at a problem. This ability allows you to instantly heal a single target a number of hit points up to three times your Mending score. This ability has a range equal to your Soulpower. Using this ability causes Drain equal to the number of hit points healed.