Healing

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The skill of Healing has been replaced with the skill of Zeal

Healing was a skill exclusive to the Priest class. In the year 793AF the Demigod Coelano rescued a wounded phoenix from Rhea, Daughter of the Void, and carried it to Targossas. The citizens were unable to restore the phoenix, however by anointing themselves with the ashes its spirit and song lives on through the Zeal skill which has since replaced Healing for the Priest class.

The Healing arts granted practitioners access to the four physical elemental channels also utilised by Magi and Sylvan elementalists, in addition to the unique fifth element of Spirit. Using these elemental forces, Priests could diagnose and cure themselves or others of afflictions. Sufficiently skilled Priests could also use the elements to bless other adventurers with Spiritshields, as well as enhanced regeneration of willpower and endurance.

The skill of Healing is no longer available to members of the Priest class. The Zeal skill now complements the skills of Spirituality and Devotion.

Abilities in Healing

Heal Heal yourself of your various afflictions.
Syntax: HEAL
HEAL ME <affliction>
Required: 100 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 3.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you may either HEAL yourself of a random affliction, or heal yourself of specific ones.
Note: {{{note}}}
Blindness Heal the blindness affliction.
Syntax: HEAL <target> BLINDNESS
Required: 300 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the blindness affliction.
Note: {{{note}}}
Channel Open conduits to the Elemental Realms.
Syntax: CHANNEL AIR/WATER/EARTH/FIRE
CHANNELS
SEVER AIR/WATER/EARTH/FIRE
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability, you may open a channel to one of the four basic elemental realms. Keeping these channels open has a cost in willpower. CHANNELS will list what channels you have open.
Note: {{{note}}}
Diagnose Gain information about what ails you.
Syntax: DIAGNOSE/DIAG
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will give you a list of the afflictions, if any, that are affecting you currently.
Note: {{{note}}}
Paralysis Heal the paralysis affliction.
Syntax: HEAL <target> PARALYSIS
Required: 300 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the paralysis affliction.
Note: {{{note}}}
Deafness Heal the deafness affliction.
Syntax: HEAL <target> DEAFNESS
Required: 300 mana
Channels: Air
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air, this ability will heal the deafness affliction.
Note: {{{note}}}
Fear Heal the fear affliction.
Syntax: HEAL <target> FEAR
Required:
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the fear affliction.
Note: {{{note}}}
Succor Heal and diagnose others.
Syntax: DIAGNOSE/DIAG <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability simply allows you to diagnose and heal others who are in your location.
Note: {{{note}}}
Spirit The fifth element.
Syntax: CHANNEL SPIRIT
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Spirit, the fifth element, is required to remotely diagnose or heal someone. Before you may open a spirit channel, you must have channels opened to the four other elements. While the spirit channel is open, you'll be able to Diagnose and Heal those in the local area.
Note: {{{note}}}
Confusion Heal the confusion affliction.
Syntax: HEAL <target> CONFUSION
Required: 300 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the confusion affliction.
Note: {{{note}}}
Insomnia Heal the insomnia affliction.
Syntax: HEAL <target> INSOMNIA
Required: 300 mana
Channels: Air
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air, this ability will heal the insomnia affliction.
Note: {{{note}}}
Frostshield Bless another with a Frost Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD FROST
Required: 750 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The first of the spiritshield abilities, this one gives the target some protection against cold.
Note: {{{note}}}
Slickness Heal the slickness affliction.
Syntax: HEAL <target> SLICKNESS
Required: 300 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the slickness affliction.
Note: {{{note}}}
Serendipity You know where you are needed.
Syntax: HEAL SERENDIPITY <affliction> [conditions]
PERFORM HANDS SERENDIPITY <conditions>
ANGEL AURA SERENDIPITY <conditions>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: As a healer of the faithful, you know precisely who most needs your aide at any singular moment. You may specify a list of conditions for the HEAL, ANGEL AURA, or HANDS abilities, and heal the ally visible to you that most meets your specified criteria.

Conditions you may specify are HEALTH, MANA, UNSHIELDED, and affliction names. For instance:
HEAL SERENDIPITY ASTHMA will heal an ally in your local area with asthma.
HEAL SERENDIPITY ASTHMA AND SLICKNESS AND ANOREXIA will heal an ally in your local area with all three afflictions: people with just asthma will be ignored.
HEAL SERENDIPITY ASTHMA AND HEALTH will heal the person who has asthma and the lowest health in your local area.
PERFORM HANDS SERENDIPITY HEALTH will lay hands upon the ally with the lowest health in your current room.
PERFORM HANDS SERENDIPITY HEALTH AND UNSHIELDED will lay hands upon the person with the lowest health and who lacks a shield in your current room.
PERFORM HANDS SERENDIPITY ASTHMA AND SLICKNESS AND ANOREXIA OR AEON will lay hands upon a person who has asthma, anorexia and slickness, or someone who has just aeon.
ANGEL AURA SERENDIPITY will perform angel aura on an ally who lacks a magical shield. The unshielded condition is implicit in this case.
ANGEL AURA SERENDIPITY HEALTH will perform angel aura on an ally who lacks a magical shield and is on the lowest health.
ANGEL AURA SERENDIPITY MANA will perform angel aura on an ally who is unshielded and on the lowest mana.

Note that lowest health and mana do not exclude those on full health or mana.

Note: {{{note}}}
Stuttering Heal the stuttering affliction.
Syntax: HEAL <target> STUTTERING
Required: 300 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the stuttering affliction.
Note: {{{note}}}
Paranoia Heal the paranoia affliction.
Syntax: HEAL <target> PARANOIA
Required: 300 mana
Channels: Earth and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Water, this ability will heal the paranoia affliction.
Note: {{{note}}}
Shyness Heal the shyness affliction.
Syntax: HEAL <target> SHYNESS
Required: 300 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the shyness affliction.
Note: {{{note}}}
Fortification Protect your open channels from attack.
Syntax: FORTIFY <channel>
FORTIFY ALL
Required: 100 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this ability will provide you protection against abilities that may attack your open elemental channels. These abilities will first have to attack your fortification before destroying your channel. However, fortify does have a regular willpower cost associated with it.
If you choose to fortify all, the mana and equilibrium costs will be the cost of fortifying a single channel multiplied by the number of channels you have open.
Note: {{{note}}}
Hallucinations Heal the hallucinations affliction.
Syntax: HEAL <target> HALLUCINATIONS
Required: 300 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the hallucinations affliction.
Note: {{{note}}}
Generosity Heal the generosity affliction.
Syntax: HEAL <target> GENEROSITY
Required:
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the generosity affliction.
Note: {{{note}}}
Loneliness Heal the loneliness affliction.
Syntax: HEAL <target> LONELINESS
Required: 300 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Water, this ability will heal the loneliness affliction.
Note: {{{note}}}
Impatience Heal the impatience affliction.
Syntax: HEAL <target> IMPATIENCE
Required: 300 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the impatience affliction.
Note: {{{note}}}
Lapsingconsciousness Heal the lapsingconsciousness affliction.
Syntax: HEAL <target> LAPSINGCONSCIOUSNESS
Required: 300 mana
Channels: Earth and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Fire, this ability will heal the lapsingconsciousness affliction.
Note: {{{note}}}
Willpower Give the blessing of increased willpower regeneration.
Syntax: BLESS <target> WILLPOWER
Required: 750 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will grant the target adventurer increased willpower regeneration.
Note: {{{note}}}
Claustrophobia Heal the claustrophobia affliction.
Syntax: HEAL <target> CLAUSTROPHOBIA
Required: 300 mana
Channels: Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire and Water, this ability will heal the claustrophobia affliction.
Note: {{{note}}}
Vertigo Heal the vertigo affliction.
Syntax: HEAL <target> VERTIGO
Required: 300 mana
Channels: Earth and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Fire, this ability will heal the vertigo affliction.
Note: {{{note}}}
Sensitivity Heal the sensitivity affliction.
Syntax: HEAL <target> SENSITIVITY
Required: 300 mana
Channels: Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring open channels to Earth, Fire, and Water, this ability will heal the sensitivity affliction.
Note: {{{note}}}
Dizziness Heal the dizziness affliction.
Syntax: HEAL <target> DIZZINESS
Required: 300 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the dizziness affliction.
Note: {{{note}}}
Brokenarms Heal the brokenarms affliction.
Syntax: HEAL <target> BROKENRIGHTARM
HEAL <target> BROKENLEFTARM
Required: 300 mana
Channels: Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth, this ability will heal the brokenarms affliction.
Note: {{{note}}}
Thermalshield Bless another with a Thermal Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD THERMAL
Required: 750 mana
Channels: Fire and Spirit
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Gives the target adventurer some protection against fire damage.
Note: {{{note}}}
Dementia Heal the dementia affliction.
Syntax: HEAL <target> DEMENTIA
Required: 300 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the dementia affliction.
Note: {{{note}}}
Clumsiness Heal the clumsiness affliction.
Syntax: HEAL <target> CLUMSINESS
Required: 300 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Water, this ability will heal the clumsiness affliction.
Note: {{{note}}}
Burning Heal the burning affliction.
Syntax: HEAL <target> BURNING
Required: 300 mana
Channels: Earth and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Water, this ability will heal the burning affliction.
Note: {{{note}}}
Recklessness Heal the recklessness affliction.
Syntax: HEAL <target> RECKLESSNESS
Required: 300 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the recklessness affliction.
Note: {{{note}}}
Anorexia Heal the anorexia affliction.
Syntax: HEAL <target> ANOREXIA
Required: 300 mana
Channels: Earth and Air
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Air, this ability will heal the anorexia affliction.
Note: {{{note}}}
Agoraphobia Heal the agoraphobia affliction.
Syntax: HEAL <target> AGORAPHOBIA
Required: 300 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Fire, this ability will heal the agoraphobia affliction.
Note: {{{note}}}
Earthshield Bless another with an Earth Spiritshield.
Syntax: BLESS <target> SPIRITSHIELD EARTH
Required: 750 mana
Channels: Earth and Spirit
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Perhaps the finest of the spiritshield abilities, this will offer protection against both cutting and blunt physical damage.
Note: {{{note}}}
Disloyalty Heal the disloyalty affliction.
Syntax: HEAL <target> DISLOYALTY
Required: 300 mana
Channels: Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire and Water, this ability will heal the disloyalty affliction.
Note: {{{note}}}
Hypersomnia Heal the hypersomnia affliction.
Syntax: HEAL <target> HYPERSOMNIA
Required: 300 mana
Channels: Air and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Water, this ability will heal the hypersomnia affliction.
Note: {{{note}}}
Darkshade Heal the darkshade affliction.
Syntax: HEAL <target> DARKSHADE
Required: 300 mana
Channels: Earth and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Fire, this ability will heal the darkshade affliction.
Note: {{{note}}}
Simultaneity Parallel channeling.
Syntax: SIMULTANEITY
Required: 1000 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Using this fine ability, you will simultaneously open channels to the Air, Water, Earth, Fire, and Spirit realms.
Note: {{{note}}}
Masochism Heal the masochism affliction.
Syntax: HEAL <target> MASOCHISM
Required: 300 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Fire, this ability will heal the masochism affliction.
Note: {{{note}}}
Lash Turn your spirit channel against them.
Syntax: SPIRITLASH <target>
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By turning your healing powers against an enemy of creation that labours under a specific elemental disruption, you may cause them to suffer various maladictions.
Air: the target shall be afflicted with asthma.
Water: the target shall be afflicted with addiction.
Earth: one of the target's unbroken limbs shall break.
Fire: the target shall be afflicted with sensitivity.
Spirit: if all elemental disruptions including spirit are weakening the target, this will cause them to suffer under a short-lived inquisition. If they already labour under an inquisition, they shall be afflicted with visions from hell.
Note: {{{note}}}
Epilepsy Heal the epilepsy affliction.
Syntax: HEAL <target> EPILEPSY
Required: 300 mana
Channels: Air and Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Fire, this ability will heal the epilepsy affliction.
Note: {{{note}}}
Asthma Heal the asthma affliction.
Syntax: HEAL <target> ASTHMA
Required: 300 mana
Channels: Air
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air, this ability will heal the asthma affliction.
Note: {{{note}}}
Endurance Give the blessing of increased endurance regeneration.
Syntax: BLESS <target> ENDURANCE
Required: 750 mana
Channels: Earth, Fire and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability will grant the target adventurer increased endurance regeneration.
Note: {{{note}}}
Stupidity Heal the stupidity affliction.
Syntax: HEAL <target> STUPIDITY
Required: 300 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the stupidity affliction.
Note: {{{note}}}
Vomiting Heal the vomiting affliction.
Syntax: HEAL <target> VOMITING
Required: Adventurers
Channels: Earth and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: 300 mana
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Earth and Water, this ability will heal the vomiting affliction.
Note: {{{note}}}
Weariness Heal the weariness affliction.
Syntax: HEAL <target> WEARINESS
Required: 300 mana
Channels: Fire
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Fire, this ability will heal the weariness affliction.
Note: {{{note}}}
Binding The magic of channel binding.
Syntax: BIND AIR/EARTH/FIRE/SPIRIT/WATER
BIND ALL
Required: 150 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 1.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Like fortification, binding provides protection against losing your channels due to others attacking them. If a channel that is unfortified is attacked, binding will protect that channel a large percentage of the time. It has a willpower loss associated with it, however.

If you choose to BIND ALL, the mana and equilibrium costs will be what it costs for a single channel binding, multiplied by however many channels you have open.

Note: {{{note}}}
Disrupt Wield elemental energy against your foes.
Syntax: DISRUPT <target> AIR/EARTH/FIRE/SPIRIT/WATER
Required: 200 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.50 seconds of healing
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With your mastery over the elements, you are able to utilise specific channels to disrupt your subject in various ways. Each channel will induce a different result:

AIR: seeing visions via hellsight will drain the sufferer in both body and mind.
EARTH: APPLYing salves will drain the afflicted's mana reserves.
FIRE: attempts to TOUCH tattoos will drain the afflicted's mana
WATER: DRINKing health elixirs will drain the afflicted's mana reserves.
SPIRIT: FOCUSing mind will cause the afflicted to be afflicted with further elemental disruptions.

Note: {{{note}}}
Haemophilia Heal the haemophilia affliction.
Syntax: HEAL <target> HAEMOPHILIA
Required: 300 mana
Channels: Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Water, this ability will heal the haemophilia affliction.
Note: {{{note}}}
Benediction Call forth an aegis of protection.
Syntax: BLESS <target{!}ME> BENEDICTION
Required:
Channels: Air, Earth, Fire, Water and Spirit
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Bless an individual with a holy benediction, granting them all spiritshields and both willpower and endurance blessings at once. The more blessings granted (ones that are already present are ignored), the longer the recovery time of this ability.
Note: {{{note}}}
Brokenlegs Heal the brokenlegs affliction.
Syntax: HEAL <target> BROKENRIGHTLEG
HEAL <target> BROKENLEFTLEG
Required: 300 mana
Channels: Air and Earth
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring an open channel to Air and Earth, this ability will heal the brokenlegs affliction.
Note: {{{note}}}
Hypochondria Heal the hypochondria affliction.
Syntax: HEAL <target> HYPOCHONDRIA
Required: 300 mana
Channels: Earth, Air, Fire, and Water
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 1.20 seconds of healing balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Requiring open channels to Earth, Air, Fire, and Water, this ability will heal the hypochondria affliction.
Note: {{{note}}}
Bedevil Channel your afflictions into a victim.
Syntax: BEDEVIL <target>
BEDEVIL
Required: 1000 mana
Channels: Air, Earth, Fire, Water and Spirit
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 3.50 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Upon channeling all five elements, you will be able to focus your will upon a hapless victim, and channel your afflictions into him or her by corrupting the spirit channel. Further, as a result of doing this, some of your afflictions may be cured.

In addition, if no target is specified, you will gain a defence which will cause afflictions dealt against you to potentially strike down your aggressor as well.

Due to the nature of this ability, while you are protected by the defence you will be unable to employ your ability to heal afflictions with your elemental channels.</p.

Note: {{{note}}}