The Merciful Hand
In the wake of the Last War the loss of life was incalculable. Where
only some of the secrets of the past could be preserved, the arts of
magical healing were among those most often rescued. Ancient divine
protocols of succor were passed down among numerous nations and
peoples, and the ensuing body of knowledge came to be known in
many lands as the Merciful Hand. These adepts are honored in all
civilized lands, and only monsters or the truly barbarous would dare
to harm them. Custom demands that they give at least an hour or
two of their labor wherever they might stay the night.
Their hospice-academies are rare, but are invariably well-supported
by the local nobility, though in some lands this closeness has become
an unhealthily incestuous bond between the Hand and the nobility. In
these places only apprentices of suitably good breeding are allowed to
enter the academy, thus neglecting suitable candidates of less glorious
lineage and leaving the hospice much more interested in the concerns
of the great. Given how few have the magical gifts required, this can
make an adept of the Hand even rarer than they are now.
The tradition’s spells are potent, but have no power to harm a person
or affect an unwilling target. Its initiates can prepare some of the more
commonly-needed spells beforehand in elixirs and poultices.
Structure
Apprentice
The apprentice engages in study of the healing arts and beneficial herbs,
with no true magic learned at this level yet. This skill does apply as a
useful Fact when performing medical services, however.
Adept
The adept knows charms to stabilize the gravely wounded, cure
non-lethal diseases, numb pain, alleviate non-crippling symptoms,
and magically identify even very esoteric diseases.
Master
The charms of the master cure 1d6 points of physical damage to hit
points or hit dice, cure even lethal diseases, bring gravely-wounded
sorts back onto their feet and functional so long as they’re not fur-
ther harmed, correct lamed limbs and damaged but essentially-intact
organs, and grant blessings to protect infection by mundane diseases.
Archmage
The mighty spells of the archmage can cure 2d6 physical damage,
cure even magical diseases, regrow missing limbs and body parts, and
provide blessings to protect against infection by magical diseases. Even
so, there are some dire sicknesses that cannot be cured even by an
archmage of the Merciful Hand, particularly those magical biological
weapons unleashed by some of the more merciless civilizations that
fought in the Last War.
Type
Religious, Coven
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