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Healing.

Restoring vitality, curing ailments, and mending injuries. Healing magic may only be cast on a target once per day. Healers may not cast Minor Healing over and over to affect a major wound. Nor, can they cast Minor Healing and Major Healing on the same target on the same day. See Mana Computation system for number of dice rolled. 

 

All healers are able to sense the severity of injuries.

  • Minor Healing – Close wounds, stop bleeding, ease minor pain. May heal non-life threatening broken bones. 

  • Beginner: Roll 1d10 for the amount of damage healed. Healing takes one full round. Cannot be done in combat. Healers cannot heal themselves.

  • Moderate: Roll 1d10+2 for the amount of damage healed. Healing takes one full round and cannot be done in combat. Healers can heal themselves.

  • Advanced: Roll1d10 + Soul Score for the amount of damage healed. Healing cannot be in combat.

 

  • Purification – Remove poison, disease or negative effect.. You may only affect poisons of your level or lower. (A beginning Healer cannot heal poisons/disease/curses inflicted by a higher level magical creature. Note, some curses cannot be cured by healing magic, Only curses that cause physical harm.) For double the mana cost, the healer may stabilize a condition caused by stronger magic for up to one week.

  • Beginner: Remove one negative effect (Poison, disease, or curse), of an equal level on a given target, once per day. A beginner healer may slow the effects of poison or disease (But not a curse) that has been created by a higher rank on a target ONCE for a number of days equal to a roll of 1d10.

  • Moderate: Remove two negative effects (Poison, disease, or curse), of an equal or lower level on one target //OR// remove one negative effect on two targets. A moderate healer may slow the effects of poison or disease (But not a curse) that has been created by a higher rank on a target ONCE for a number of days equal to a roll of 1d10 + Soul.

  • Advanced: Remove three negative effects (Poison, disease, or curse), of an equal or lower level on one target //OR// remove one negative effect on three targets. An Advanced healer may slow the effects of poison or disease (But not a curse) that has been created by a higher rank on a target ONCE for a number of days equal to a roll of 1d10 + Soul + Healing. [There MAY be instances where NPCs cause a disease, or poison that require two or more Healers to work in concert in order to effect the condition. These instances, require at least one of the Healers to be Advanced] Note: Some Advanced curses require a specific condition to be met in order to resolve it (True Love’s Kiss, the blood of a virgin raised by evil…). In these instances, the Advanced Healer will be able to determine the condition in order to help it be met.
     

  • Regeneration – Accelerates natural healing (broken/missing bones, organs). Note that Regeneration can be used on themselves, or another being, regenerating more than one thing, (Limb or Organ) requires additional mana expedition. Regeneration CANNOT cure beheading or a missing heart. Cannot be cast in combat.

  • Beginner:  Even a beginning Healer is capable of what most would consider small miracles. At this level, the healer may regenerate small portions of the body, missing fingers, toes, ears, even an eyeball is not outside of their purview. Time, however, is a factor that needs to be taken into consideration. A beginning Healer may not regenerate parts that have been healed (Whether by time, or healing). Even redamaging the appendage/organ will only cause it to return to the healed state. At this level, it will take considerable time for the target to relearn to use the digit. In the case of eyes and ears, full hearing or sight will take at least six months. Until then, images and sounds will be fuzzy and require focus. (Until the appropriate measure of time has passed the target will be at a -2 on any rolls involving the regenerated bits.

  • Moderate: At this level the Healer is capable of regenerating larger portions of the body. Hands and Feet (Even the lower portion of arms and legs) are within their wheel house. Lungs, burned flesh covering no more than a quarter of the body. Time, however, is a factor that needs to be taken into consideration. A Moderate Healer may not regenerate parts that have been healed (Whether by time, or healing) for longer than a month. Even redamaging the appendage/organ will only cause it to return to the healed state. At this level, it will take time for the target to relearn to use the digit. In the case of eyes, lungs and ears, full hearing, breathing or sight will take at least three months. Until then, images and sounds will be fuzzy and require focus and breathing will be labored. (Until the appropriate measure of time has passed the target will be at a -2 on any rolls involving the regenerated bits.

  • Advanced: At this level, the Healer is capable of regenerating anything that does not result in immediate death (Loss of Heart, Brain, Head. Or any combination of limbs that amounts to half the body mass.) The Healer may not regenerate parts that have been healed (Whether by time, or healing) for longer than a week. Even redamaging the appendage/organ will only cause it to return to the healed state. At this level, it will only take a week to recover from Regeneration. Until then, images and sounds will be fuzzy and require focus and breathing will be labored. (Until the appropriate measure of time has passed the target will be at a -1 on any rolls involving the regenerated bits.

 

  • Resurrection/Revival (Advanced Healers only)– Restores life (scales from stabilizing dying to true resurrection). Note that True Resurrection requires a ritual that lasts three days and requires double mana expenditure for each day. An Advanced Healer may stabilize a dying individual (Or trap the soul in the body for the case of resurrection). However, this will ONLY last a number of days equal to 1d10+Soul before fading away. NOTE: Should a stabilized individual be damaged further the spell fails. Individuals who have been raised from the dead must roll 1d10 - Soul Score  and will be at -2 to all rolls for a number of weeks equal to the amount rolled.
     

  • Healing Light – Radiant energy that simultaneously heals allies and harms undead/corrupt beings.

  • Beginner:  Beginning Healers are able to affect those within a 5’ radius of themselves.  Roll 1d10 - 2. All allies within the radius are healed for the amount rolled. All Enemies within the radius are damaged for the amount rolled. (Enemies may roll 1d10-2 to resist taking damage. If they do not roll higher than the healer, they take damage in the amount the healer rolled.)

  • Moderate: Moderate Healers are able to affect those within a 10’’ radius of themselves.  Roll 1d10. All allies within the radius are healed for the amount rolled. All Enemies within the radius are damaged for the amount rolled. (Enemies may roll 1d10 to resist taking damage. If they do not roll higher than the healer, they take damage in the amount the healer rolled.)

  • Advanced: Advanced Healers are able to affect those within a 10’ radius of themselves.  Roll 1d10 + 2. All allies within the radius are healed for the amount rolled. All Enemies within the radius are damaged for the amount rolled. (Enemies may roll 1d10 -2 to resist taking damage. If they do not roll higher than the healer, they take damage in the amount the healer rolled.)
     

  • Major Healing – Close life threatening wounds, stop bleeding, mend bones, repair damaged organs.

  • Beginner: Roll 1d10 + Soul + Healing  for the amount of damage healed. Healing takes one full round. Cannot be done in combat. Beginning  Healers cannot heal themselves.

  • Moderate: Roll 1d10 + Soul + Healing +4 for the amount of damage healed. Healing takes one full round and cannot be done in combat.

  • Advanced: Roll1d10 + Soul Score + Healing + 6  for the amount of damage healed. Cannot be cast in combat.

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