The Order of the Sacred Caduceus
Allies: The Church of The Goddess of Healing
The Caduceans are an order of male wizards who
serve the Goddess of Healing. The
goddess’s sponsorship grants them access to spells wizards are typically
forbidden from learning. They also
ignore the normal prerequisite chain, as their access to specific spells is
limited by their rank in the Order instead.
Caducean schools, or Sanctums, are typically
boarding schools, normally taking the place of teen apprenticeship as well as
university studies for most students.
Typical academic skills are also taught, so a Caducean might pick up any of
the liberal arts.
Most students will remain at the Sanctum as full
members after graduating. Those who are
unmarried typically live at the Sanctum itself, while those who marry are
responsible for their own living arrangements.
Members take no religious vows but have a non-hazardous Duty to the
Sanctum, typically done as pro-bono healing provided to the community on a
rotating basis. Even with this free service a Caducean can expect a good
living.
The Order is very dedicated to the ideals of the
Healer’ Code and a member in good standing should at least pretend to it.
The Order has a uniform worn when performing
professionally, and many members wear it as their standard dress. Caduceans wear a hooded robe of white,
trimmed with gold serpents at the edges. A white, brimmed pointy hat with the
typical wizardly heraldic devices is also allowed, but not required. They carry wands of hawthorn or oak.
Full Rank in the order costs five points per
level[1]. Most adventurers will likely be content with
Courtesy Rank, as the required Duty to their Sanctum limits their travel
opportunities. Leaders of the Order,
known as Lords Medical, answer to no higher authority in their own Sanctum and
serve for life once elected. Note that the Caducean Secrets style itself
doesn’t have a Lord Medical rank, as this is purely a social rank and doesn’t
have any spells or teachings associated with it.
Table
Legend: Rank: the level of rank, Cost:
the point cost of that level, Title: the salutation for that rank; AR: the Assistance Roll the rank
provides to a member of the Order.
Order of the Sacred Caduceus Ranks
Rank
|
Cost
|
Title
|
AR
|
0
|
0
|
Novice
|
1
|
1
|
5
|
Student
|
3
|
2
|
10
|
Senior Student
|
5
|
3
|
15
|
Healer
|
7
|
4
|
20
|
Great Healer
|
9
|
5
|
25
|
Master Doctor
|
10
|
6
|
30
|
Lord Medical
|
11
|
Caducean Secrets
13 points
Style
Prerequisites: Pacifism (Cannot Kill), and either Empathy or Magery 1.
Caduceans are wizardly masters of the healing
arts. They learn mundane and magical
means of healing. Caduceans do not learn
skills or spells related to childbirth or midwifery. Such are left to the Church of Anra or
witches and wise women.
The Caducean Secrets style is very focused on
healing, including almost all of the Healing College. This unique access makes the Caduceans highly
in demand, as most other healing comes from Anra’s church and therefore often
creates a religious obligation in those who receive her aid. The Sanctums of the Order only demand
monetary payment, and the rates they charge are comparable to those charged by
religious hospitals.
Practitioners of the style aren’t barred from
learning other styles, and adventuring Caduceans will often bolster themselves
with a style that focuses on self-defense.
Required
Skills: Diagnosis, Naturalist, Pharmacy (Herbal), Physician, Physiology,
and Surgery.
Required
Spells: Awaken, Body-Reading, Lend Energy, Minor Healing, Share Energy, Stop
Bleeding.
Perks:
Better Magical Items (Healing), Continuous Ritual (Any), Covenant of Rest, Intuitive
Cantrip (Aid), Life Force Burn, Permit (Resurrection), Secret Spell (Bless,
Halt Aging, Resurrection, Vigil, Youth, or Cure Insanity), Special Exercises
(Extra Life), Spell Bond (Any), Spell Hardiness (Deathtouch), Stabilizing Skill
(Physician for Healing Spells).
Secret
Spells: Bless; Cure Insanity; Halt Aging; Resurrection; Vigil, Youth.
Optional Traits
Attributes:
Improved IQ and HT.
Secondary
Characteristic Modifiers: Improved Will.
Advantages:
Empath, Intuition, Languages (Ladine), Longevity, Rank or Courtesy Rank
(Caducean Order), Stable Casting.
Disadvantages:
Code of Honor (Healer’s), Disciplines of Faith (Ritualism).
Skills:
Alchemy, Diplomacy, Exorcism, History, Literature, Meditation, Public Speaking
(Rhetoric), Psychology, Teaching, Theology (Orthodox).
Spell List
Level 1 (Student)
These six spells are considered basic, and are all
required. Once they are learned, the
student automatically advances to Senior Student.
Awaken
|
Lend Energy
|
Share Energy
|
Body-Reading
|
Minor Healing
|
Stop Bleeding
|
Level 2 (Senior Student)
A Senior Student must learn four of these spells (a total of ten)
to advance. Proof of this to any Healer allows the practitioner to advance to
that rank.
Cleansing
|
Resist Poison
|
Spasm
|
Relieve Sickness
|
Restore Memory
|
Stop Spasm
|
Resist Disease
|
Resuscitate
|
Level 3 (Healer)
A Healer can advance to Great Healer after learning seven
of these spells, a total of seventeen.
Once again, the student need only prove the knowledge to another Great
Healer to do so.
Major Healing
|
Vigil*
|
Enchant
|
Neutralize Poison
|
Restore Hearing
|
Restoration
|
Restore Speech
|
Restore Sight
|
Cure Disease
|
Relieve Addiction
|
Stop Paralysis
|
Healing Slumber
|
Pain
|
Level 4 (Great Healer)
A Great Healer must learn six of the following spells
(totaling 23 spells) to advance to Master Doctor, the highest rank of the
Order. At this level, however,
advancement is no longer automatic. A
prospective Master Doctor must gain letters of recommendation from no less than
3 Master Doctors in good standing with the Order. He must prove he has mastered the correct
spells and that he is dedicated to the ideals of the Healer’s Code. Any Lord Medical may then promote him.
Great Healing
|
Suspended Animation
|
Instant Neutralize Poison
|
Monk's Banquet
|
Instant Restoration
|
Relieve Madness
|
Manastone
|
Regeneration
|
Banish
|
Staff
|
Agonize
|
Level 5 (Master Doctor)
The Master Doctors have access to the most powerful spells
in the Order. They are allowed to learn
life extension magics, but are expected to be wise enough to avoid abusing
them.
Instant Regeneration
|
Curse
|
Youth*
|
Resurrection*
|
Bless*
|
Halt Aging*
|
Cure Insanity*
|
Secret Spell: Cure Insanity (VH)
Regular
College of Healing
This spell restores the subject’s sanity,
permanently. It will rid the subject of one Delusion, Phobia or Compulsion.
Other mental disadvantages (such as Quirks) may be "cured" as well,
at the GM’s option. The subject’s insanity may also be cured progressively; for
example, a Major Delusion could be reduced to a Minor Delusion. The cost to
cast is then based on the difference in character points. Note that even once a
Delusion is removed, its effects can persist for some time; that is, people who
knew of the Delusion will react to the former sufferer as though he were still
deluded. It may be some time before they adjust to the "cure."
Cost: Equal to triple the change in character
point value. Thus, a 10-point Phobia costs 30 fatigue to cure, while reducing a
Major Delusion to a Minor one would cost 15 fatigue. One try per disadvantage! In addition, half the value removed must be
paid in Character Points, by either the caster or the subject; if this can’t be
paid the spell fails.
Time to Cast: 1 hour.
Time to Cast: 1 hour.
[1]
Social Engineering stats: Hierarchy, Chain of
Command, Typical Resources, Special Assets, not Dominant, Legitimacy
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