
Opening the archive

Opening the archive
Aspect Codex
Healing is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Healing has 42 powers ready for character sheets, including 40 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
40 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Healing has 42 powers ready for character sheets, including 40 with VTT hooks.
Healing defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Touch one living creature at 0 hit points. The target becomes stable. This power has no effect on Constructs or Undead.
Touch one willing creature. The target regains 1d4 hit points. A creature can benefit from this power once per short rest.
Touch one creature. The target regains 9 (2d8) hit points plus your WIS modifier.
Choose one creature you can see within range. The target regains 7 (1d8) hit points plus your WIS modifier.
Touch one creature and end one bleeding, minor poison, or mundane infection effect on it if the effect is Tier 1 or lower. The target also regains hit points equal to your WIS modifier.
When a creature you can see within range regains hit points, it gains temporary hit points equal to your WIS modifier plus your proficiency bonus.
Touch one creature and end one disease or one blinded, deafened, paralyzed, poisoned, or bleeding condition affecting it if the effect is Tier 2 or lower.
Choose up to three creatures within range. Each target’s current and maximum hit points increase by 5 for the duration.
Creatures of your choice in the emanation regain 10 (3d6) hit points. A creature at 0 hit points that receives this healing also becomes stable before regaining hit points.
When a creature you can see within range takes damage, reduce the damage by 2d8 + your WIS modifier. If the target is below half its hit point maximum, it also regains hit points equal to your WIS modifier.
Choose up to six creatures you can see within range. Each target regains 11 (2d8) hit points plus your WIS modifier.
Touch one creature that died within the last minute. The target returns to life with 1 hit point. This cannot restore a creature that died of old age or whose body is missing vital organs.
Choose creatures of your choice within range. For the duration, each target has advantage on WIS saving throws and death saving throws, and regains the maximum possible hit points from healing.
Touch one creature and end one charmed, frightened, poisoned, diseased, or cursed effect affecting it if the effect is Tier 3 or lower. The target regains 3d8 hit points if an effect ends this way.
Touch one creature. The first time the target would drop to 0 hit points before the effect ends, it drops to 1 hit point instead and the effect ends. If the target would die instantly without taking damage, that death is negated and the effect ends.
Touch one creature. The target regains 27 (6d8) hit points plus your WIS modifier, and one bleeding effect on it ends.
When a creature of your choice starts its turn in the emanation below half its hit point maximum, it regains hit points equal to your WIS modifier. A creature can benefit from this aura once per round.
When a creature you can see within range would be reduced to 0 hit points, reduce the triggering damage by 4d8 + your WIS modifier. If the target remains above 0 hit points, it gains temporary hit points equal to your WIS modifier.
Choose up to six creatures in a 30-ft. radius centered on a point within range. Each target regains 31 (7d8) hit points plus your WIS modifier.
Touch one creature and end one charmed, petrified, cursed, exhaustion, ability reduction, or hit point maximum reduction effect affecting it if the effect is Tier 5 or lower.
Touch one creature that has been dead for no longer than 10 days. If the soul is willing and free, the creature returns to life with 1 hit point. This does not restore missing body parts or cure magical disease, curses, or poison.
When a creature you can see within range regains hit points, choose a second creature within 30 ft. of it. The second creature regains hit points equal to half the healing received by the first creature.
Choose one creature within range. The target regains 70 hit points and ends blinded, deafened, diseased, and poisoned conditions affecting it.
Touch one creature. At the start of each of its turns for the duration, it regains hit points equal to 2d8 + your WIS modifier if it has at least 1 hit point.
Creatures of your choice in the emanation have advantage on death saving throws and saving throws against disease, poison, paralysis, and petrification. When a target succeeds on one of those saves, it regains hit points equal to your WIS modifier.
When a creature you can see within range takes damage, reduce the damage by 6d8 + your WIS modifier. If this reduces the damage to 0, the target regains hit points equal to half the amount reduced.
Touch one creature. The target regains 40 hit points immediately and regains 1 hit point at the start of each of its turns for the duration while it has at least 1 hit point. Missing limbs or body parts regrow over 2 minutes.
Touch one creature that has been dead for no longer than 100 years and did not die of old age. If the soul is willing and free, the creature returns to life with all hit points. This closes mortal wounds and restores missing body parts.
Your Healing powers restore additional hit points equal to your WIS modifier once per target. When you stabilize a creature, it also regains 1 hit point.
Choose up to six creatures within range. End one blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, diseased, or cursed effect on each target if the effect is Tier 7 or lower.
Touch one creature. The target regains 80 hit points and ends all blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, diseased, cursed, exhaustion, and hit point maximum reduction effects affecting it if those effects are Tier 8 or lower.
For the duration, your Healing powers restore additional hit points equal to 2d8, you have resistance to necrotic damage, and you have advantage on death saving throws.
Distribute 120 hit points among any number of creatures you can see within range. This healing also ends blinded, deafened, and poisoned conditions on each creature that receives at least 10 hit points.
When a creature you can see within range would drop to 0 hit points or die, it drops to 1 hit point instead, ends one condition of Tier 8 or lower affecting it, and regains hit points equal to 8d8 + your WIS modifier.
Touch one creature that has been dead for no longer than 200 years and did not die of old age. If the soul is willing and free, the creature returns to life with all hit points, missing body parts restored, and major diseases, curses, and poisons removed.
Touch one creature. End all conditions, curses, diseases, poisons, exhaustion, ability reductions, petrification, and hit point maximum reductions affecting it if those effects are Tier 9 or lower. The target regains 100 hit points.
Creatures of your choice in the emanation cannot have their hit point maximum reduced, have advantage on death saving throws, and regain hit points equal to your WIS modifier at the start of each of their turns while below half hit points.
When a creature you can see within range dies, restore it to life with 1 hit point if its soul is willing and free. The creature immediately regains additional hit points equal to 10d10 + your WIS modifier.
Your Healing powers restore additional hit points equal to 2d8 once per target, and your Healing powers can affect creatures normally immune to healing unless they are unwilling.
Choose up to six creatures within range. Each target regains 150 hit points, ends all conditions and Tier 10 or lower harmful effects affecting it, and gains resistance to all damage until the start of your next turn.
Touch one willing soul or creature known to you that died within the last 500 years and did not die of old age. The target returns to life with all hit points, a fully restored body, and all harmful conditions and curses removed.
Choose any number of willing creatures within range. Each target is restored to full hit points, ends all harmful conditions and Tier 10 or lower harmful effects, and one dead creature within range may return to life with full hit points if its soul is willing and free.
Ceremony - Saphira Enn
First Five / Healing
Saphira Enn, known as Ceremony, came to Von Queef University carrying the quiet weight of a Black Ward upbringing. Once shaped by cult doctrine, she now studies as a cleric among the First Five, searching for redemption through healing rather than obedience.
Salve - Alison Whiteheart
Von Queef University / Healing
Alison Whiteheart, known as Salve, is a Lawful Good human healer from Phalkin serving at Von Queef University. Though trained in clerical traditions, her restorative gifts are Witchborn rather than divine, focused through direct touch and steady proximity. Alison can stabilize critical trauma, cleanse void-tainted wounds, and sustain healing under crisis conditions without losing emotional control. She avoids politics, doctrine, and spectacle, measuring her work by whether the patient lives. With her soulbonded raven Liora nearby, Alison has become one of VQU’s quiet anchors in the Void Age: not a savior seeking praise, but the person who stays because someone must.
Vigor - Ellenthyra Mew
New Students / Healing
Ellenthyra Mew, known as Vigor, is a catfolk VQU New Student from the Temple of the Equinox Vale. In Act 5 near Root Barrel Farm, she appeared with Zetch and Nell Quiv after the trio looted a cave and argued over a legendary wand; she recognized Ash Stonefist from the monastery and discussed leaving the Temple while following Albert Rallus’s path from monkhood toward greater power.
Gumbo - Jasques Gumbeau
Aleklot's Rest / Healing
Gumbo is a halfling clothier and adventurer who joined the Aleklotson Inn dungeon tour alongside Jeremiah Shadowplay and My Alchemical Romance. Practical, opportunistic, and interested in exotic materials, Gumbo saw dragon parts as potential fashion resources.