H
[A B C D E F G H I J K L M N O P Q R S T U V W X Y Z]
- Healing
- Healing provides the ability to cure minor diseases, heal injuries and wounds, and provide a steady restoration of ENDURANCE when not involved in combat. There is some uncertainty as to what kind of ENDURANCE losses can be restored by this Discipline and its enhancements. The Kai series described Healing as effective against 'ENDURANCE points lost in combat.' This implies that losses due to missed Meals and other non-combat losses are not curable using Healing. The description of Curing in the Magnakai series does not contain this restriction. The descriptions of Curing in the Grand Master and New Order series do contain this restriction however. Curing is described in these series as being effective against ENDURANCE points lost as a result of combat.
Strict adherence to the rules would dictate that only ENDURANCE lost in combat can be restored using Healing and its improved derivatives: Curing and Deliverance. Common sense says that wounds similar to those sustained in combat can also be healed, but ENDURANCE lost due to hunger, fatigue, etc. cannot.
- Herb Pouch
- Carried by those skilled in the Wizard's power of Alchemy, it is used to carry the raw materials necessary to use this power. Contrary to what is stated in Grey Star the Wizard, the Herb Pouch can carry eight items. (see Lone Wolf Club Newsletter: Summer Special 1986)
Copyright © 2002-2003 The Project Aon Team.