Healers: While every cleric does some healing, there is one group that is dedicated to that purpose. Healers worship the Spirit of Healing, which can be regarded as a deity for most purposes. They must be of non-evil alignment, are seldom chaotic, and usually good. They are widely respected almost anywhere they go. The Spirit gives only two domains - healing and healer domains. Those who follow the Spirit must follow the Healer's Code or loose all their powers. Healer Domain Granted power: The healer may cast all healing spells as if he had prepared them using one metamagic feat from the following list: Empower Spell, Extend Spell, Silent Spell, Still Spell. The spells are prepared at their normal level. The Healer determines which feat they will add to the spell at the time of casting as a free action. Healing spells include Cure Light/Moderate/Serious/Critical Wounds and all other spells with "Healing" in their description (Restoration, Deloy Poison, Remove Disease, etc.). The Healer Domain does not grant spells. Healers must prepare Healing Domain spells as their Domain spells. The Healer Code Healers must heal all good beings to the best of their ability, even if doing so would put their own life at risk. They may not attack a living being, though they may defend themselves if attacked. They may also defend good beings who are being attacked. Healers also must heal non-evil beings unless they believe doing so would cause more harm than good. Healers may not charge for their services, though they may insist on compensation for expensive material components. Healer Symbols and Ranks Healers have a strict heirarchy. Aprentices [usually 1st-3rd level] must respect and obey Journeymen or Masters, and are almost never seen on their own. Journeymen [usually 3rd - 12th level] are expected to travel as far as they can, going where there is need of healing. They must respect and obey all Masters. Masters [usually 7th level or higher] generally stay in one place, teaching apprentices and providing guidance for journeymen. The Healer's Symbol is a six pointed star with blunt points on a circular background. Apprentices have a red star on a white background, journeymen wear a blue star on a red background, and masters wear a white star on a blue background. Healers generally provide magic healing items (wands and potions of healing spells, for example) at a discount to other healers or those in need. "And a time for every purpose under Heaven" James Raskob, a.k.a. 452 Gridley, signing off.