Adept of Satiation - Minimizes Sate and Quench side effects.
Awakened Spirit - Regain Mana resting as quickly as sleeping. [Expensive edge. Prerequisites are meditation/trance/nap. Nap goes up absurdly slowly.
Blessed Sanctifier – Sanctify Area with greater ease and speed.
Bonded Shield - Benevolent(Good/Neutral?) Healers commune superior Lifeshield.
Certitude - More effective Ardent Faith.
Combat Medic - Use prayers with greater ease while in combat. [Increases the amount of HP you heal in combat. Rejuvenate raises from 200 to 220.]
Devoted Cause - Allows Healer to commune Frenzy on same Ethos or Cabal.
Diagnostician's Insight - Stronger Cleanse after Assess.
Dire Precognition - Longer and more accurate Miraculous Foresight.
Divine Consciousness - Greater Soul Citadel.
Divine Purifier - Makes ‘Purity’ supplications harder to dispel.
Evacuate Sanctum - Allows (harder/shorter) Gating out of Guilds/Cabals. [Gating out of my Cabal was easy. Guilds were a lot harder.]
Favored Sanctifier - Sanctify Self with greater ease and speed.
Fierce Bulwark - More damaging Bulwark of Faith. [Raised Bulwark of Faith damage slightly. In my opinion it wasn't worth the Edge Points.]
Girded Shield - Longer lasting Protective Shield that is harder to Dispel. [An amazing Edge for a medium expense of Edge Points. At hero my Protective Shield lasted 11 hours, from 5.]
Good Shepherd - Heals some HP, Mana, & Move upon successful Spirit Shepherd.
Guardian of the Flock - Commune ‘group’ supplications more easily.
Peacemaker - More effective Calm.
Plaguetender - Gives some Resistance to Disease.
Planeskipper - More often successful Gates. [Gating became noticeably easier. Especially to farther distances.]
Power of Faith - Greater Communes when with another of the same Faith(Imm)
Preacher - Tattooed Priest can send notes to All
Rapid Response - Gate to a Trusting person almost without fail. [Gating to Cabal Mates and other trustees became increasingly easy.]
Reactive Movements - some resistance to Paralysis. Also makes Remove Paralysis give some additional protection to further attempts for a short time. [Expensive but worthwhile. Grants increased protection to paralysis naturally. When you commune Remove Paralysis upon yourself you earn another -23SVP for 2 hours.
Reassuring Presence - More effective Guiding Hand & Stalwart Arm when in the same room as the supplicated.
Remedy Curses - Stronger Curse and Damnation removal with Remove Curse and Cleanse.
Remedy Pestilence - Stronger removal of all curable diseases with Cure Disease. [Cheap and very useful. Crimson Scourge was nearly impossible to cure until I took this Edge.]
Remedy Senses - Stronger removal of Deafen with Cure Deafness, as well as Blindness with Cure Blindness. [Cheap, useful and noticeable.]
Remedy Toxins - Stronger removal of poison with Cure Poison. [Cheap, useful and noticeable when used on stronger poisons. Very useful for dispelling the stoneskin fillet's poison.]
Rock of Faith – Giant – Uses physical strength to bolster the mental strength, aiding resistance to those types of spells. Bonus vs. bash as well.
Rouser – Awaken people more easily. [Inexpensive, but I didn't notice any change.]
Shield of the Vulnerable – Longer Aegis [Relatively inexpensive, those few extra hours make a huge difference if you do a lot of exploration or do elements-intensive fighting.]
Soul Fortress - Turns Soul Citadel into Soul Fortress. Longer and some protection vs. Mental.
Trained Medic - More effective First Aid.
Unfettered Movements - Makes Swiftness able to dispel Slow. [Dispel Slow affect only works on self. But also dispels Metabolic Slowing.]
Wandering Healer - Mass Healings more effective in Area Explore.