perks

This is were we will post all of the things we are working on in the guild. Every spell that becomes offical will be able to be taught to every member with all the requirements.

**Soothing Aura** (1 slot General N-WP, CHA. Must also know Healing.)

A pc with this prof is capable of using a tone of voice that lulls a patient into a relaxed physical state. In this state the patient has only minimal feeling throughout the body.It will also allow a pc to calm an excited/scared patient down and allow for sleep. When used in conjunction with the Healing prof, it is possible to return 1 extra hp per day while under the pc's care,due to the restful state.

In order for this to work, the pc must have the patient's willing attention as well as 10min to perform the [hypnotism]-for lack of better word.

This prof will in no way aid mental illnesses and will not counter-act the effects of charm spells or spell like abilities. It has a prerequisite of healing and may not be obtained without it.

**Healing Salve**

This salve is made by secret process only known by the intimates of the New Order of the Ages. It has some connection to the saps of certain trees but what exactly is not known. It is only known that it cannot be harvested or in any way taken from the trees. The writings of the NOA say that only as a gift of the tree can the healing abilities be brought out of the substance. It is most likely the sap collected as it runs naturally from the tree or is made with some process from the freshly fallen leaves. It is only able to be made once a year but can be dehydrated and stored. The principle tree that gives the ingredients is the Willow. This tree has become the unofficial trademark of the NOA and is grown at most all NOA sites. The salve when put on to a fresh wound (within one round) will heal some or all of it. The salve can be poured on dry and when mixed with blood performs to a lesser degree. The salve heals Hit Points one at a time as it is spread on the injured person. Each dose has 1d4+1 points of healing but they do not have to be used all at once like a potion which must be drank entirely. When first used a roll is made for effectivness of the salve. any healing points unused at this time can be saved and used at a later time. If the liquid form is used it will lose potency of one saved point per day. The powdered form will travel better and last longer but only provides 1d4+1 healing. It can be prepared by anyone with Herbalism skill to give the full healing in three rounnds at which point it will only be good for one day. The normal salve will not stay potent for more than one year after being prepared. The full form cost 400 gp, the dry form cost 250gp per dose. This is only on the black market for it is not sold by the NOA but made and saved for dire need to help others.

(This was approved, with a limit of 10-20 potions at any one time. Medeival alchemists didn't manufacture things, they hand-made each one individually... very time-consuming and tough.)

**Medicine** (1 slot Priest N-WP, WIS. Must also know Healing and Herbalism.)

With the Medicine skill a character who had previously been helped with Healing can regain a further 1d3 Hit Points as long as the Medic can tend the injured within one hour of his being wounded. A Medic otherwise can return 1d3 hit points as a healer if allowed to tend to an injured person within the same day as the injury.

Medicine also gives +2 to help with any of the rolls associated with Healing as well as any gained from knowing Herbablism and adds +2 to any Herbalism roll needed as well. Medicine takes one half-hour to perform. Anyone who has a Medic work on them must completely rest for a day. The day following, if the tended remains resting, he may recover an extra Hit Point while in the Medic's care. No further benefit can be gained for the same days wounds.

This skill cannot be performed without the proper herbs and mixing tools which are bulky and specially made. These asorted herbs and tools are ussually carried in a specialy made kit to protect them. The kit cost 50 gp and is not easily transported, filling a quarter of a pack (about 10 lbs.). The kit allows the Medic to perform medicine 10 times before the herbs must be resupplied. This would cost 30 gp, or 3gp per medic application.

**Others and Healing**: Through certain studies and teaching techniques the NOA has made those not active in the practice of clerical magic more able to learn and use Healing.

The N-WP Healing can be learned for only 2 slots and the Medicine N-WP may be learned for one aditional slot rather than the additional slot cost that is usual for a others to learn these two skills.

**Special N-WP: **The Humanities(3 slots General)**

This proficiency gives the character the rudiments of knowledge in a more modern society. These would be Religion, Reading/writing and proper use of your own Language, the basics in history and geography for your homeland, and a conversational ability with the most literary of languages within the world you are raised. Having this proficiency will reduce the cost of other Proficiencies similar but more encompassing by one slot if it is out of normal knowledge field. Thus a fighter could learn the Religion Proficiency for one instead of two slots and later learn mathmatics for one slot as well, as long as the Humanities Proficiency was learned first. Open to all races and class.

**Special N-WP: **The Arts (2 slots general)**

This proficiency gives the character the rudiments of the arts in a more modern society. These would be singing, Dancing, Artistic Ability, musical instrument. Having this proficiency will reduce the cost of other Proficiencies similar but more encompassing by one slot as long as the Humanities Proficiency was learned first. This N-WP is open to all races and all classes.

These two skills will take the average level 1 charicter six months to learn. Depending on the level of the fighter it could take less that is up to you DM.

Email: guildmaster_noa@hotmail.com