Health Adept Jason J Carter (Carter@UPS.EDU) ---------------------------------------------------------------------------- Abilities: * Full access to Astral Space. * May only cast Health spells and spells using the Venom Elemental effect. * May summon Watchers and Zombies. Health Adepts fall into two categories, Healers and Necromancers. Healers would never summon zombies, although they are known to try to gain control over them when they encounter them. Once they gain control they banish or destroy them ASAP. It is not uncommon for healers to have no or little conjuring skill since Watchers are not as useful as elementals. Still Watchers can be a valuable tool for watching over patients. All PC health adepts should be healers. Necromancers summon zombies and enjoy using them. Necromancers tend to be magical threats, since summoning zombies is not a nice thing to do. Some necromancers are rumored to cast spells using an undocumented venom elemental effect. Theoretically, healers should be able to use these spells also, but it is not in the nature of most to do so. Full mages who use zombies are know as necromatic mages. For rules on zombies, see the Waking the Dead article here in NERPS: ShadowLore. For purposes of temporary control over zombies, healers have a Threat rating of 1. PC health adepts should be allowed to control zombies on for as long as they are in direct confrontation with a necromancer. Once there is no combat around the PC should be either required to banish/destroy the zombie or declare his character a NPC and hand it over to the GM. VENOM ELEMENTAL EFFECT Primary Damage: Spells of this effect form a nearly acidic poison. Manipulation spells of this nature will not affect inorganic substances, including all spirits. Combat spells with this special effect cause damage to the aura and will work on inorganic targets. Secondary Effect: Living. organic targets of Venom suffer immense pain from the toxin. If the Secondary Effect roll exceeds the target's body (plus EE mods) then the victim suffers a +2 to all target numbers for the rest of this and the next Combat Turn.