croiduire:game_mechanics:healing
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croiduire:game_mechanics:healing [2015/06/15 10:10] – Croi Duire | croiduire:game_mechanics:healing [2019/03/27 23:02] (current) – Croi Duire | ||
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+ | ====== Healing ====== | ||
+ | Bodies wear out. People die. That is the first unpalatable truth and unavoidable limitation of all Healing spells. The second is that healing requires energy, energy that must come from the patient. Spells tap the patients glycogen and lipid stores; they are therefore tiring, sometimes exhausting, and once these reserves have been depleted, no further healing is possible. A severely malnourished patient may not respond to healing at all. | ||
+ | Moreover, in my games Healing is NOT instantaneous; | ||
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+ | Natural healing is 1 hp/day + con bonus + 1 hp/day per healing related NWP of the caregiver (or caregivers) up to a maximum of 3 NWPs. Natural subdual healing is 1 hp/hr + 1 hp/day per healing related NWP of the caregiver (or caregivers) up to a maximum of 3 NWPs + con bonus. If a character has complete bedrest (he is permitted to use a chamber pot and sit up for brief periods in a bedside chair to eat, but nothing more strenuous) he can regain 3 hp/day + con bonus + 1 hp/day per healing related NWP of the caregiver (or caregivers) up to a maximum of 3 NWPs. | ||
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+ | A character with the Healing proficiency understands basic principles of first aid and doctoring. Herbalism proficiency means he knows how to use natural medicines as well. If the character tending another makes a successful proficiency check, his ministrations restore 1d3 hit points +1 for each additional healing related proficiency (but no more hit points can be restored than were lost). Only one healing attempt can be made on a character per healer per day. | ||
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+ | In addition, //Cure Disease// is no longer a single 3rd level spell. I have broken it into: | ||
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+ | * //Cure Minor Illnesses// (Pr 2) -- including simple colds; uncomplicated diarrhoea and vomiting; headache (tension or occasional migraine); heartburn and indigestion; | ||
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+ | * //Cure Moderate Illnesses// (Pr 3) -- including measles; mumps; chicken pox; influenza; carcinomas in situ (precancerous conditions); | ||
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+ | * //Cure Serious Illnesses// (Pr 4) -- including hepatitis; pertussis; pneumonia; pancreatitis; | ||
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+ | * //Cure Blindness or Deafness// (Pr 5) -- including (blindness) iritis; optic neuritis; glaucoma; cataracts; etc. and (deafness) Meniere' | ||
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+ | * //Cure Critical Illnesses// (Pr 6) -- including tuberculosis; | ||
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+ | There is a 45% chance of spell failure with all of these spells. A successful Diagnostics (NWP) check lessens this chance to 30%; successful Diagnostics, | ||
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+ | A successful spell roll reduces severity and duration by up to 50% (2 d10, each die applied separately), | ||
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+ | The material component of every //Cure Illness// spell is the priest' | ||
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+ | Additional spells pertaining to pregnancy, childbirth, and neonates are exclusively available to priest(esses) of the god(esses) of Birth, Children, and Families. |
croiduire/game_mechanics/healing.txt · Last modified: 2019/03/27 23:02 by Croi Duire