Healing the body, whether knitting flesh cut open by blades or repairing shattered bones, is a complicated process requiring all three elements. The massively accelerated healing is only slightly less traumatic than the taking of the wound itself.
Heal Wounds:
Description
Modifier Prerequisite: 1 Earth, 1 Air, 1 Water
EP Cost: 3
Range: Touch
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
Target adjacent ally and they regain 2d3 HP. The healed ally has Fatigue I for a number of rounds equal to HP regained.
Tranquil Aura
Shaper creates a zone of refreshment that slowly assuages the minor cuts and bruises accumulated during combat.
Modifier Prerequisite: 2 Earth, 2 Air, 2 Water
EP Cost: 6
Range: 20 ft Aura
Duration: Lowest Element modifier, Rounds
Shaping Time: 1 Round
Concentration: Yes
Each ally who begins or ends their turn with the aura regains 1 HP. This maniplation does not affect Injuries or Incapacitated allies.
Mass Healing
The Shaper heals the accumulated lesser wounds of nearby allies, refreshing them to continue the struggle.
Modifier Prerequisite: 3 Earth, 3 Air, 3 Water
EP Cost: 9
Range: Self
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
As Heal Wounds, but for each ally within 15 ft of the Shaper. The Shaper may only affect a number of allies up to their lowest Element modifier.
House of Healing
Shaper manifests an aura of tremendous regenerative power. So intense is this field that lesser wounds close even as the blow is dealt.
Modifier Prerequisite: 6 Earth, 6 Air, 6 Water
EP Cost: 18
Range: 20 ft Aura
Duration: Lowest Element modifier, Rounds
Shaping Time: 1 Round
Concentration: Yes
Each ally who begins or ends their turn with the aura regains 2 HP. All damage done to HP is reduced by 1 within the field. In addition, allies may ignore negative status effects from Injuries, Diseases, and Poisons while within the aura and Incapacitated characters are automatically Stabilized.
Allay Symptoms
The Shaper focuses on alleviating the symptoms of a condition. It is usually not a full cure, but can get allies back into the fight.
Modifier Prerequisite: 2 Earth, 2 Air, 2 Water
EP Cost: 6
Range: Touch
Duration: Instantaneous
Shaping Time: Special
Concentration: Yes
Shaper targets self or a single condition afflicting the target. Reduce status effect levels by 1 (e.g. Slow II becomes Slow I) for a Disease, Poison, or Infection. This manipulation must be shaped during Rest and may only be used on a target once for each condition.
Cure:
Description
Modifier Prerequisite: 4 Earth, 4 Air, 4 Water
EP Cost: 12
Range: Touch
Duration: Instantaneous
Shaping Time: Special
Concentration: Yes
Shaper targets a single Disease, Poison, or Infection afflicting the target and removes it. This manipulation must be shaped during Rest.
Mend
Description
Modifier Prerequisite: 1 Earth, 1 Air, 1 Water
EP Cost: 3
Range: Touch
Duration: Instantaneous
Shaping Time: 3 Rounds
Concentration: Yes
Target recovers from one Mild or Troublesome injury and are afflicted with Fatigue I until the next Recovery or Rest.
Mend II:
Description
Modifier Prerequisite: 3 Earth, 3 Air, 3 Water
EP Cost: 9
Range: Touch
Duration: Instantaneous
Shaping Time: 3 Rounds
Concentration: Yes
Target recovers from one injury and is afflicted with Fatigue I until the next Recovery or Rest. If the injury recovered from was Severe or Critical, they are afflicted with Fatigue I until the next Rest.
Restore
Description
Modifier Prerequisite: 5 Earth, 5 Air, 5 Water
EP Cost: 15
Range: Touch
Duration: Instantaneous
Shaping Time: 3 Rounds
Concentration: No
Regain all HP, recover from all injuries, and afflicted with Fatigue II.
These manipulations undo flesh directly and are considered evil by many. Lower level manipulations can be staved off with efforts of will, while higher level versions require resistance by one's entire being.
For all wounding manipulations, Shaper selects a single target and rolls to hit as normal. Targets make a saving throw for each element when attempting to resist these manipulations. Wounding manipulations bypass all DR and ER.
Inflict Wound
Description
Modifier Prerequisite: 2 Earth, 2 Air, 2 Water
EP Cost: 6
Range: 30 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
The Shaper chooses a single target and rolls to hit. If a hit, the target makes a saving throw for each element and must pass at least one of them. If the save is passed, no damage is done, otherwise, the target takes 2d4 damage.
Rend Flesh
Description
Modifier Prerequisite: 3 Earth, 3 Air, 3 Water
EP Cost: 9
Range: 30 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
As Inflict Wound, but the target must pass two of the saves. If the saves are passed, no damage is done, otherwise, the target takes 2d4 damage.
Sarkazein
Description
Modifier Prerequisite: 4 Earth, 4 Air, 4 Water
EP Cost: 12
Range: 30 ft
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
As Inflict Wound, but the target must pass all of the saves. If the saves are passed, no damage is done, otherwise, the target takes 2d4 damage.