"Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extreme circumstances." (Morrowind player's manual)
The Healer's strengths lie in the ability to avoid a dangerous situation, either through talking your way out of it or using Illusion to bypass it. If those two don't work, the Healer has reasonable combat skills. The lack of Block skill probably means that the designers intended for the Healer to carry a two-handed weapon, such as a staff. Healing magic and alchemy round out the skill set. I find Hand-to-Hand to be almost useless in Morrowind, though it does allow you to knock out your opponent and run.
Specialization | Magic |
Favored Attributes | Willpower, Personality |
Major Skills | Restoration, Mysticism, Alteration, Speechcraft, Hand-to-Hand |
Minor Skills | Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon |
Starting Spells | Hearth Heal (20-80 points) Shield (5 points for 30 seconds) Water Walking (60 seconds) Almsivi Intervention (teleport to nearest Temple) Divine Intervention (teleport to nearest Imperial Shrine) Detect Creature (detect animal within 50-150 feet for 5 seconds) |
Combat | Blunt Weapon |
Magic | Restoration, Mysticism, Alteration, Illusion, Alchemy, Unarmored |
Stealth | Speechcraft, Hand-to-Hand, Light Armor |
Strength | Blunt Weapon |
Intelligence | Alchemy |
Willpower | Restoration, Mysticism, Alteration |
Agility | Light Armor |
Speed | Unarmored, Hand-to-Hand |
Endurance | |
Personality | Speechcraft, Illusion |
Luck |