Healing Damage

Healing is performed either Mystically or through Mundane means. Either way, a character needs to have at least one rank in Healing Skill.
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Healing by Magical means is figured out by adding the character’s Healing Spell to their Healing Skill.
-Healing by Mundane means is figured out by adding the character’s Healing Skill to their Intelligence.
- Potions must be made ahead of time.

TIME

Time is the balm for Mundane Healing and Bane for Magic Healing. Once natural healing has set in, magical healing becomes increasingly difficult. For every hour between the injury and the healing, a point of damage must be healed entirely through Mundane healing or Time. For example, if a character was injured for 4 damage on their leg an hour before receiving a healing potion, then their leg is healed for 3 points and they must heal the final point through time and Mundane healing. If the limb was completely useless (total Hp), or lost (double HP), they may not be able to regain it. It takes 1 day per level of damage to heal each rank of damage. So if a character must wait for 4 Damage to heal it will take 4 days to reduce to 3 damage, 3 days to reduce to 2 damage, 2 days to reduce to 1 damage and then a final day of healing for a total of 10 days. (This is still way faster than humans actually heal in real life. )

If the character has died, then the same is true, but for “decay” damage. If someone attempts a Resurrection, then for every hour between their damage and the spell a damage must be healed by time. If the limb was completely useless (total Hp), or lost (double HP), they may not be able to regain it.


Disabilities

Magical healing cannot cure what a character was born with. Nor can it change the performance of a functioning body. It can only heal wounds inflicted upon the body.

Mundane Healing

Patch Up
In the Heat of battle or lacking proper conditions a Mundane healer may Reduce damage dealt to themselves (unless unconscious) or others. By Wrapping the “wound.” Physically using some sort of cloth is preferred, however miming the action can also be used. Count to ten for each point of damage healed. The Wounded will be able to continue fighting/escape, but must seek additional healing immediately after combat, or wounds will return. In other words, this damage is still there. This also halts the time passage rule until immediately after combat.

Reduce damage = Healing Skill+ Intelligence and Wrap wound for a Count of 10 for each point of damage reduced.

Hospital Medical
Performed by a character with at least a rating of 3 in Healing Skill in a shelter of some sort with medical supplies. The Wounded character will not need to seek any other medicine for the damage that is healed this way. The Character needs to rest for 3 hours per point of Damage healed.

Reduce damage= Healing Skill+ Intelligence, Wounded needs 3 hours of rest and someone expends ranks of Medical Supplies equal to the amount of damage healed.

Mystic Healing

Battle Healing "Flying by the seat of my pants"
Under duress, a mystic may Reduce damage dealt to themselves (unless unconscious) or others by points equal to their Healing Skill plus their Core Points by their expending one Ardor Point. May be repeated as necessary. This is not the Heal spell.

Reduce damage= Healing Skill+ Core Points, spend 1 Ardor Point

Healing Spell
Generally, the mystic healer must Recite the proper spell then they may reduce damage equal to the spell’s level, without having to spend any Ardor. More information is located in Spells.

Healing with Pools
Those who have Claret pools or Rage pools can exchange Claret or Rage within themselves to heal their damage at 1 for 1 at any time. Those with Ardor pools can also exchange Ardor at a rate of 1 for 1 while they are rendered Unconscious. Claret may also be spent to heal someone else, rubbing the vampiric blood over the wound to heal it, 1 for 1.

Resurrection
The Ritual Resurrection can raise a character that was completely destroyed as long as they had at least one core point left. Once they have finished, they stand and continue the fight fully healed. If interrupted (attacked during the Resurrection count,) they may attempt to resurrect again, even if the mystic is not there to perform the spell again by spending a Core Point. If a being expends or loses their last Core point, there is no chance of resurrection.

Hack
Sometimes, you really want them to stay dead, but things in the Discarded World are rather stubborn about dying. The solution is the messy prospect of Hack. After a foe has fallen, the character waits for the mystics to begin to resurrect the foe. Once the said foe has started the Resurrection Count, the character strikes the foe again, calling “Hack,” reducing the foe below zero and therefor killing them again. If they still have core points, Rinse and Repeat until the foe has run out of Core Points. If the foe goes on the Death Quest however, the character will have to wait for them to exit the town’s Non Combat zone.

Regaining Core Points
A character’s Core may be strengthened by experience, even replacing previously spent Core. There is, however, another way to regain Core points and that is to take them from someone else. Core can be taken from someone else using the Forbidden Ritual REAP. Of course, if the character doesn't have that Spell, they can always buy them from someone who does or from the black market. But there are costs. Using Stolen Core leaves a permanent black ring around the user’s arm or wrist Bearing in white the words “Ambitiosus” when Clear Sight is used. The consumed Soul will rise to the surface inside its new host in many ways. Dreams and nightmares are common. As are new food cravings or aversions. Voices may be heard, and new things may spark interests or old things lack any spark of joy. In the most extreme cases, where the Soul is very at odds with its new host, or was very powerful, or many Core points have been consumed, full fragments of the soul’s personality will rise, causing madness.

SPELLS SOOO MANY SPELLS

Heal, Healing Potion, Resurrection and Regenerate.