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Healing (Folk)

• Cost: 12 magic points; optional POW; 1 Sanity point


• Casting time: 2D6 rounds

This spell provides healing to physical injuries. The caster must touch the injured
person whilst repeating a short phrase. In some variations of the spell,
preparation of certain ingredients (healing herbs, oils, etc.) must also be
applied.
Once the spell has been invoked, the healing process is accelerated: after 2D6
rounds the injured person is healed for 2D6 hit points (up to normal maximum hit
points).
The spell does not actually regenerate flesh, but rather it melds wounds together,
leaving awful scars that may reduce APP (and possibly other lasting physical
ailments at the Keeper’s discretion). The healing is only permanent if the caster
also spends 1 POW per hit point healed; otherwise the healing is temporary and the
wounds reopen after a day. Note that this spell cannot bring back the dead to life.

Deeper magic: a variant of the spell may mentally heal a person, allowing the
target to regain 2D6 Sanity points and curing any insanity currently suffered.
Again, the effects are temporary (24 hours) unless the cater sacrifices 1 POW per
Sanity point regained.

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