| Skills | Rank | OSP's |
| Diagnose Special Effect | Rank 2 | 20 OSP |
| Herb Lore | Rank 2 | 20 OSP |
| Immunity to non magical diseases | Rank 2 | 10 OSP |
| Preservation | Rank 3 | 40 OSP |
| Revive | Rank 3 | 10 OSP |
| Advanced Healing | Rank 4 | 20 OSP |
| Heal Alien Life Pattern | Rank 4 | 30 OSP |
| Zero Point Ritualist | Rank 4 | 40 OSP |
| Make Healing Potion | Rank 5 | 40 OSP |
| Surgeon | Rank 5 | 30 OSP |
| @Advanced pattern scan | Rank 6 | 70 OSP |
| Identify Channelling Focus | Rank 6 | 40 OSP |
| @Mind Healing | Rank 6 | 50 OSP |
| @Double Channelling Cards | Rank 7 | 60 OSP |
| Tranquillity | Rank 8 | 80 OSP |
| Source of Life | Rank 8 | 60 OSP |
| Diagnose Special Effects | |
| Pre-requisites: None | |
| Guild/Rank:Incantors Guild Rank 5 | Cost: 20 OSP |
| Guild/Rank:Faction Rank 2 | Cost: 40 OSP |
| Guild/Rank:Generic (any rank) | Cost: 70 OSP |
| This skill gives a character the ability to determine the nature of and necessary cure for a disease inflicting either themselves or another living being. You may collect a diagnose special effect lore sheet from Games Control or the Healers Guild once this skill appears on your character card. | |
| Herb Lore | |
| Pre-requisites: None | |
| This skill allows the character to use healing herbs. Characters with this skill can collect up to 5 'herb lore' cards per day dependant on the local environment from the Healers Guild at Lorien Trust events (these cards represent herbs that the character has gathered and stored for use). These cards will have the type of damage they can cure written on them (for example cure disease or heal). Characters with this skill may also collect a herb lore lore sheet from the Healers guild. This sheet allows the character to identify herbs which may be found during an event, or which may cure specific injuries or diseases. |
| Immunity to Non-Magical Diseases | |
| Pre-requisites: Channelling | |
| A healer with this skill is immune to and cannot become a carrier of any natural or basic unliving disease. This skill provides no immunity to magical diseases. This skill will only function when the healers link to the plane of life is in effect, if this link is down then the healer may still catch a disease but will be cured of it as soon as the link is reinstated. Please note that although this skill makes you immune to disease it does not make you immune to any damage dealt by the blow. This skill does not make you immune to decay. |
| Preservation | |
| Pre-requisites: Channelling | |
| This skill allows a character to extend the grace period of a dying individual. The character must tear one channelling card to use this skill, then, for as long as the character maintains physical contact with the recipient, concentrates and chants, the recipient's grace period counts as half speed (for example, for one minute of real time, thirty seconds of the grace period would pass). Several healers can use this skill on a single recipient at the same time but will have no additional effect (e.g. it cannot quarter the grace period). This skill will have no effect on characters under the effects of petrification damage or magical poison and cannot be used to sustain a character who has had every body location reduced to -1. This skill cannot be used on an individual at the same time as a sanctuary, however the preservation may be stopped before the grace period ends to allow a sanctuary to take over. |
| Revive | |
| Pre-requisites: Channelling | |
| This skill allows a character to heal subdual damage. This skill requires ten seconds of concentration per point of damage to be healed, regardless of the location of the damage. The character must tear up one channelling card to use the skill, but card will allow the healer to heal all subdual damage on an individual. If the character using this skill takes physical damage, or is affected by an special power or abilities that prevent them from concentrating, they must tear another channelling card and begin the healing from the point it was interrupted. Any healing completed when the healer is interrupted does not have to be repeated. This skill is a pre-requisite for advanced healing. |
| Advanced Healing | |
| Pre-requisites: Channelling and Revive | |
| The character can remove all wounds on a single individual using only a single channelling card. this skill can only be used to cure normal wounds; healing or removing special damage requires the normal number of cards. All wounds healed using this skill take the normal amount of time to heal. For example, a healer using this skill on an individual who had taken five points of damage on several body locations could cure all five points using a single channelling card, but the healing would take fifty seconds. |
| Heal Alien Life Pattern | |
| Pre-requisites: None | |
| A character with this skill may use any of his healing powers and abilities on creatures with alien life patterns. This skill cannot be used to heal unliving. |
| Zero Point Ritualist | |
| Pre-requisites: Channelling, Incantation 1,2 or 3 or Spellcasting 1,2 or 3 | |
| Guild/Rank:Incantors Guild Rank 3 | Cost: 30 OSP |
| Guild/Rank:Mages Guild Rank 3 | Cost: 20 OSP |
| This skill allows a character to function as a ritualist with a ritual power rating of zero. The character may use transport and ritual circles and, with sufficient contributors, perform a ritual. A character with this skill, but not the basic skill ritual magic, cannot buy any other ritual based occupation skills or abilities. A character with this skill, but not the basic skills incantation or spellcasting (at any level), cannot but the basic skill ritual magic. | |
| Make Healing Potions | |
| Pre-requisites: Herb Lore | |
| This skill allows a character to make potions that can cure fatal, cure total or cure disease. Once a character with this skill has made a potion, the potion can be powered by any healer, by casting the appropriate power onto the potion. A character with this skill can power their own potions, provided that they already have the basic healing, but they can also ask any other healer to provide the power. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may create one potion per main LT event. No potions can be created at sanctioned events. Potions created using this skill remain valid for up to three months and ma be used by any character. The duration of these potions depends on the quality of ingredients purchased from the Healers Guild. |
| Surgeon | |
| Pre-requisites: Channelling and Physician | |
| Guild/Rank:Faction Rank 5 | Cost: 60 OSP |
| By tearing two channelling cards and concentrating for one minute, the character is able to repair extreme damage done to an individual, such as burns, scars, bites, broken bones and lost limbs. An individual suffering from extreme damage must be treated by a surgeon before any other healing can be used on those wounds. Surgery is an invasive procedure and as such will not go through the Ritual of Peace. | |
| @Advanced Pattern Scan | |
| Pre-requisites: None | |
| This skill is an advanced version of the innate ability that all healers possess to sense the life pattern of someone they touch. In addition to being able to identify any injury or affliction affecting the creature examined, this skill allows the healer to sense the presence and nature of any wounds, poisons or diseases affecting an individual and to identify any pattern-based special effect (such as alien life patterns or multiple patterns). A healer with this skill can also identify the race of an individual, if the race is included in one of the racial classifications in the Lorien Role-Playing system Player's Handbook. If the race is unusual, the healer will not be able to identify it. If the healer has examined the same individual within the last ten days and can remember doing so, any significant changes in the pattern can be identified. This skill cannot be used to identify whether an individual is under the effects of a charm or any mind-affecting spell, to identify an unliving pattern or to detect any ancestral influence or possession. The character must concentrate and maintain physical contact with the individual being examined for a minimum of thirty seconds. If during this time the healer's concentration is broken, they must begin again. |
| Identify Channelling Focus | |
| Pre-requisites: Channelling | |
| The character must spend a period of at least an hour studying the pattern and power flowing through a channelling item. The item must be in constant contact with the character but concentration is only required for the first five minutes. A healer using this ability on a healing item will identify its precise powers and functions. If a healer uses this skill on a necromantic item they will feel a strong sense of revulsion within minutes and will gain only a general idea of power if they are able to continue for the full length of time. |
| @Mind Healing | |
| Pre-requisites: Channelling | |
| The healer can, with ten minutes of roleplayed conversation (a ten minute vocal may be used if the subject is unconscious), completely remove the effects of any mind-affecting spell or ability (e.g. a vampiric beguile). A healer can also use this skill to detect whether an individual is under the effect of a charm (including vampiric beguile). This detection takes one minute of conversation or concentration; if a charm is detected, the healer can then continue for a further nine minutes and attempt to remove the charm's effects. |
| @Double Channelling cards | |
| Pre-requisites: None | |
| Guild/Rank:Faction Rank 7 | Cost: 100 OSP |
| A character with this skill receives double their normal allocation of channelling cards each day. This only applies to channelling powers and not spellcasting or incantation. | |
| @Tranquillity | |
| Pre-requisites: Channelling | |
| A healer with this skill is immune to normal damage. After gaining this skill, a healer may never by aggressive or cause damage to another being in any way or they will lose this ability. this includes physical damage (weapons) and harmful spellcasting or incantation, whether mind affecting or physical. Players misusing this skill may have tranquillity removed from their character card. |
| @Source of life | |
| Pre-requisites: Channelling | |
| A character with this skill can, after thirty seconds of concentration, cure all injuries or afflictions (normally healable with healing powers) affecting an individual with one channelling card. If the character's concentration is broken at any point during the thirty seconds, the healing will not take affect. |