Medicos
Medico families specialize in the art of healing and restoration, and defensive shielding, able to mend wounds, cure diseases, establish defensive barriers and wards, and prolong life. Some Medicos focus on physical healing and others on mental or spiritual restoration. Armonian Medicos are renowned for their commitment to heal anyone of any nations without any political issue. Doing so means they also need to be adept at deep defensive efforts so opposed countries are not able to cut them off from helping their enemies. Often seen as simply "battle healers" their defensive powers or their ability to enhance other bloodline skills is regularly overlooked.
Typical Bloodline Powers
Regenerative Touch: Medicos can heal injuries by laying hands on the wounded, speeding up the natural healing process, or even regenerating lost limbs over time.
Purification: Medicos can purify the body or soul of illnesses, poisons, or mental traumas. This can include removing curses, poisons, and even magical ailments. Some can cleanse entire diseased populations by purging the toxins from the land or air. Making Medicos highly sought after during seasons of plague or famine.
Vital Energy Sharing: Some Medicos have the ability to transfer life energy between individuals. They can siphon the vitality from one person to heal another, but this is a dangerous art that can result in death if not done carefully.
Defensive Warding and Barrier Manipulation: Medicos often lean into the defense of those they heal by establishing wards and barriers to protect. At their most complex, massive barriers of life energy can sustain fortress cities like Armonia from outside assault almost indefinitely.
Rare Bloodline Powers:
Regeneration Zones: Some high level medicos are able to create fields of healing for those injured to recover in. Medicos working on conducting with each other have been able to mirror these high level spark mages, but usually on a much smaller scale.
Pulse of Verdancy: A Class V Medico can unleash a massive, radiant surge of pure life energy into a selected region, restoring all natural living systems — plant life, animal vitality, even human healing — at an accelerated rate. In battle, wounded soldiers regenerate wounds, broken bones reknit, infections vanish, blood clots almost instantly. Famine-stricken land could erupt with crops within hours, forests could regrow, and plague zones could be purified entirely. The Pulse of Verdancy has much the same negative limitation as Time Stop does for Chronomancers, leaving the caster depleted for potentially decades.

Comments