Norn

The practice of healing has been utilized since the dawn of time, primarily from the Elves in the eastern early days and even the Anthros who found themselves marooned to the south; however, it would not become an art until much later. The power fully came into fruition by a High Elf who wielded her restoration in a militant, defensive way to drive Humans away from her ancestral home, and finally put into order by a family friend of hers who was not a Norn at all, but a Paladin. This author of such restoration was known of Norn Arnstein, the father of the art. Popularizing the gift of healing caught on moreso during the time of Saint Ajora's marches, first against the Malagant, and then during his quest as Hecate. Today, Norns form half of the Brotherhood of the Moon alongside Paladins as the two supporting hands of the United Church of Ternion, the art of healing and defending a magical representation of its charity and message.

TO REMOVE There are two types of Druids: Nature's Heralds and Shamans. Nature's Heralds employ the frenzy of nature to do their bidding through Heraldry and Summoning while Shamans draw upon the spirits of the wild to harness their mystical magic through Shamanism and Totems. Both depend upon a strong bond to each aspect of the wild and hold naturalism in high esteem. Both may employ the azure magic of Animalism.

'''Starting Equipment. '''Tree Limb, Cloth Robe, Flatfoot Sandals.

White Magic Class Card
(●) HEAL, 1 Mana, Downgrades one point of damage for each success for one target, INTELLIGENCE + MEDICINE

(●●) PROTECTION, 2 Mana, cast magical protection from physical attacks in an area, INTELLIGENCE + SURVIVAL

(●●●) RISE, ''3 Mana + 1 Willpower, Cast HEAL on one KO Target. As long as the target no longer has Lethal damage, the target becomes conscious''

(●●●●) HALO, 2 Mana, Cast Regeneration on one target, who downgrades one point of damage each round for 1D10 rounds.

(●●●●●) NORN'S RESPITE, 1 Willpower, Cast HEAL and grant the effects to all allies

- - - - - Base: HEAL INJURIES, 10 MP, Treat Wounds + 1D4 HP


 * 2nd Point (15 Ranks): HEAL WOUNDS, 20 MP, Treat Wounds + 1D8 HP in an area
 * 3rd Point (25 Ranks): HEAL LACERATIONS, 30 MP, Treat Wounds + 1D12 HP, all allies within 10 tiles

5 Ranks: PROTECTION, 20 MP, Cast magical protection in an area.

5 Ranks: BARRIER, ''20 MP, Cast a magic barrier in an area.  10 Ranks: CLEANSE, 10 MP. Removes Sleep, Silence, Poison, Fear and Petrification'' 15 Ranks: RISE, 50 MP, KO target = Half HP
 * 2nd Point (20 Ranks with BARRIER): WALL, 40 MP, Cast magical protection and barriers in an area.
 * 2nd Point (20 Ranks with PROTECTION): WALL, 40 MP, Cast magical protection and barriers in an area.
 * 2nd Point (15 Ranks): CLARITY, 20 MP, removes Berserk, Confusion and Charm
 * 3rd Point (20 Ranks): REMOVE IMPAIRMENTS, 20 MP, removes Immbilize, Disable and Paralyze
 * 4th Point (25 Ranks): UNSEAL, 30 MP, removes Curses and Boons

20 Ranks: REGENERATION, 20 MP, Cast Regeneration on one target
 * 2nd Point (25 Ranks): ARISE, 100 MP, KO target = Full HP.
 * 2nd Point (25 Ranks): HALO, 20 MP, If active before KO, restores the target by Treat Wounds
 * 3rd Point (30 Ranks): LIFE WARD, 40 MP, Casts REGENERATION and HALO on one target

30 Ranks (with ARISE and HEAL LACERATIONS): RESSURECTION, ''100 MP, All MP, 1000+ Notes, Dead target = Alive. Follow rules of Death.''