Healing Obeahya
Requirements
Ability Prerequisite: Herbalism 75, Healing 75, Lore (Dark Magic); Hex Magic;
Fatigue Point Cost: 12 per use
Merit Point Cost: 1100
Action Type: Move Action
Through the use of this ability a A Hex user can quickly (madly) combine items from their conjure bag: healing herb, droughts, powder, grave dirt, odd vials of fluid and calling on healing spirits and Dum-ba, they are able to create a smelly, sticky ball of tincture that they can throw at allies within 15' radius. This attempt miraculous never misses its target. Each target that is hit with this Healing Obeahya is healed for 10 points plus 1 per success of a Herbalism skill check. This is a Move Action and requires 12 Fatigue to be able to use. The Hex user can create 1 Healing Obeahya per 3 Agility or Wits check per use. Unlike healing droughts, oils or potions, a Healing Obeahya must be used immediately or the magic fades.