Gaia's Healing Touch

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Gaia's healing touch [Major] by Iczer and Abraxis

"Thanks in advance if you can do this for me"

The character has a kind of symbiotic connection with living things, allowing him to transfers the excess life energy from one source to another.

1) Vital essence: The character is much more abundantly healthy than others. Under normal circumstances, the character has +20 SDC and an extra 3d6 HP as well as +1D4 PE. When in a rural environment, even a park as long as it measures more than 3600 square feet, the character gains the following:

  • +1D4 PS
  • Doubled HP
  • +1d4x10+10 SDC
  • Heals at a rate of 1 SDC or HP per 10 minutes
  • Fatigues at half rate.

2) Transference: The character can also borrow life energy from the ground and loan it to others. The character can borrow life energy from open soil and living plants within 20 feet per level. Any given 10 square feet of open ground can yield 1 SDC or HP, at a rate of 1 point per level per melee (So a first level character can draw power from his 20 foot radius, or roughly 125 square feet, taking up to 12 SDC/HP from the earth and either using it to heal himself or another person he has touched, transferring this 60 points at a rate of 1 per melee round. A 6th level character affects a radius of 120 feet (758 square feet, yielding 75 HP at a rate of 6 per melee).
The earth itself considers this 'excess' energy, given off by biological processes, and using it causes no harm to the land or wildlife. it is not possible to overdrain the land's resources in this fashion. Each area of land heals at 10% per week.
Note that land that is parched, dry or simply barren may provide 1/4 to 1/10th normal healing.

3) Reversal: The character can also feed the land by transferring his own HP or the HP of others into the earth. By simply willing it for himself, or by forcing another to shed his blood (and his HP) into the earth, the character can enact a living transfer. Each HP vitalizes a 10 foot section of ground, making it more fertile and productive. a rock quarry can be made verdant and green in hours, as can a trash dump or a farm, depending on the HP on offer. Small plants spring up instantly (grass, weeds, shoots) full fledged plants spring up overnight (flowers, herbs, wheat, etc). Of course the seeds must be there to germinate, but they will germinate and grow. these HP stored in the ground can be borrowed back later, but drain away at a rate of 10% per week as the ground absorbs it. (If I spill 30 HP into my local park, I can only borrow 27 points of it next week)

4) Nature's wisdom: The character can treat more severe conditions other than HP and SDC loss. By merging a willing victim into a tree or other large plant mass, the target enters a torpor that persists until he is cured, or is released by the character. The person dwells within the tree, and maintains a constant exchange of energy with the local ground. The target Heals at 10 times normal rate, regrows lost limbs and damaged organs at a rate of 1 per week and can completely regrow a whole new body in 3 months.

5) Herbal remedies: The character can enhance normal herbs by transferring minute amounts (no damage) into them. Individual effects will vary from herb to herb, but anyone partaking of them feels their usual effect strengthened by 1 per level of the character, and feels free of discomfort and ill effects (cancels mild conditions such as chills, fever, flu or cold, negates rashes and headaches etc).