Heal Mortal Wound

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Heal Mortal Wound

Spell Information

Restoration School

Spell Name: Heal Mortal Wound

School: Restoration

Spell Level: 3

Duration: Instant

Range: Touch

Target: Another Character

Flag: No

Dispel: No

Spell Description: Heals a target of their torso wound and stops them from bleeding out.

Prerequisite: A level 2 Restoration spell

Potion

Name: Heal Mortal Wound

Scarce: No

Scroll Information

Scarce: No

An important healing spell that prevents characters from dying.

Description

Heal Mortal Wound is the first spell most healers will learn that can cure torso wounds. A very useful spell to cast on those characters who run into battle unprepared, and then yell for a healer before falling onto the ground in a heap.

Effect

Removes the Torso Wound and Bleeding Out conditions from the target.

Detailed Interactions

  • A character with a torso wound has probably lost body points and taken a few limb wounds. That means after healing their torso wound with Heal Mortal Wound, you also need to cast Restore Limb AND Heal Body to finish healing them. This costs a total of 6 power points. For just 4 power, Panacea does all of those things at once.
    • So generally, if you are casting heal mortal wound it's to keep someone from bleeding out. You then leave them to their own devices to figure out how the rest of their injuries will be healed.
  • If many people have torso wounds, it is more efficient to cast heal mortal wound on all of them and then cast Triage once to cast Restore Limb and Heal Body for each of those people.
  • If a target has the Sparkless or Damaged Spark conditions, this spell has no effect. You need to find or fix the target's Spark before they can be healed.
    • If you are a character under the effect of the Sparkless or Damaged Spark conditions, you call No Effect to all Restoration magic.

Sample Incants

Septly

In faith of the Mother, you shall be saved with Heal Mortal Wound!

Neutral

With the magic for healing your organs in tune, I cast upon you Heal Mortal Wound!

Evil

To renew a future vessel of Nox, I cast Heal Mortal Wound!

Crafting Costs

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Cast Heal Mortal Wound

Yes Yes 12 Item casts Heal Mortal Wound. May be taken multiple times. Can be cast 1/event for each time taken.

References

Torso Wounds

A Torso Wound is a catch all injury for anything that would result in a character taking enough damage to fall unconscious. When a character first gains the Torso Wound condition they also gain the Bleeding Out condition at the same time. If the Bleeding Out condition is later removed we refer to this as the character being 'stable': they still have a Torso Wound, but are in no danger of dying.

Any damage to a character with a Torso Wound will result in that character dying immediately. This is known as a killing blow. Accidental damage, such as from a tag bag that hits the fallen character instead of it's intended target, will also kill the character.

Bleeding Out

A character that has the Bleeding Out condition will die if they don't receive medical attention. After 10 minutes if this condition is not removed (healed) the character gains the Dead condition.

Any character with first aid may role-play taking care of someone with the Bleeding Out condition to extend the time it takes before they die. This adds an additional 10 minutes (for a total of 20). The first aid doesn't need to be started until the standard 10 minutes are nearly up (though it is good role-playing to do so prior to that). During the additional 10 minutes a person with first aid must maintain steady role-play. If at any point during the additional 10 minutes no one with first aid is actively paying attention to the individual Bleeding Out that person will die immediately.

This condition can be cured with items like Stabilizing Concoction. Anything that removes a Torso Wound condition will also automatically remove the Bleeding Out condition.

Casting Spells

The basics of all spell casting follow one set of guidelines. Some items types will add some additional rules specific to those item types.

For a character to cast a spell they must: know the spell, have enough power points available to cast the spell, and have a free hand. If all of these criteria are met they may proceed to casting the spell.

Power Points

Cast a spell costs its level in power points to cast. Power points are a skill characters can learn, and some items can provide extra power points as well.

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

Some abilities and rules allow characters to pay fewer power points to cast a spell. This cannot bring the spell's cost to 0 power points unless the source explicitly says that it does. Abilities that reduce power point costs do not stack unless they explicitly say they do.

Incantation Requirements

If you've met the requirements, you are now ready to cast the spell. To cast a spell you must speak an incantation. Spells have no fixed incantations. Each character is free to come up with their own schema for how they want to represent the magic they can perform. Incants do not need to be spoken word. They can be sung, chanted, or role-played in other ways.

There are still some requirements for a proper incantation. Incantations must be spoken loudly and clearly enough that players standing 10 feet away will know that a spell has been cast. An incantation also requires a minimum of 8 words, which must include the name of the spell being performed. You may not bluff one spell and then cast a different one (such as by putting multiple spell names into the incantation). The incantation must clearly convey EXACTLY what you are casting. You may not make the incantation gibberish, or attempt to work it into a conversation. It must be both clear that you are casting and what you are casting.

Categories: Spells | Restoration Spells | Level 3 Spells | Wounds | Healing


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