Healing & Divine Magic

COMMON MECHANICS

Regardless of if you roleplay that your healing is Divine, Innate, or mundane, it will have to follow the same general rules:

  • Performers must be able to focus calmly to perform any spell. They cannot be performed while doing other activities like walking.

  • Hands must be unhindered & free (no carrying items besides spellbook and components, hands may not be bound)

  • Any interrupted spell fails, but the energy is not spent. The performer can repeat the attempt.

  • When performing healing or other effects, the performer must describe any effects and limitations in character, either as part of the performance, or afterward if the result will not be obvious. (ex: healing requires description of level of healing performed while a remove curse should be obvious.)

  • Components need to suit the style of spell or healing being performed based on your RP.  Some examples; clerics / others RPing divine healers may use a divine token or symbol -  those who RP mundane healing may use herbs, bandages, splints, tools - all healers should use appropriate spell components, totems and baubles, beads, crystals, small scrolls, etc as suits their character.

 

Characters that wish to learn Healing or other Divine arts will need to visit a Master to learn their Tier 0 skills. If you wish to play a healer, but use mundane means, you will still visit the Healing Path Master, but just adjust your RP accordingly.

 

To access any higher Tier skills, you must receive training in game. This training will ensure you understand magic’s rules and RP, and that you have an spell/skill journal for the spell recipes or knowledge you will learn. Healers can quest in game to piece together additional abilities. Scrolls and recipes, once fully assembled and translated, will include how the skills can be invoked, what components are required, and how often it can be used. Recipes, once assembled, teach you Spells you can add to your journal, and follow standard spell rules. Scrolls can only be used once per event, but do not count toward other per day/event casting limits.

 

Note: Your role play of your Character is what will delineate your “class”. So as you compile your spell/prayer book and learn to create new effects, consider how your character flavor may impact your play, and those around you.

 

  • To invoke magic, a character must read the final invocation from the scroll (or their spell/prayer book). The final step of compiled spells is the character writing out their own, custom invocation. Even if memorized, the character must have their scroll or book on them.

  • If interrupted before a spell is completed, the spell fails, but is not lost, as the energy was not invoked. The performer may restart from the beginning.

  • A performer can cancel any effect they have invoked via simple roleplay that communicates this.

  • Magical effects continue to be active after the death of their performer as the magic is bound to the target.

  • A person or object can have at most one ongoing beneficial effect active at one time. To receive a new effect, the prior effect must expire, or be removed.

HEALING - DIVINE vs MUNDANE

Similar to Magic, healing scrolls may be able to be found in game, as well as additional instructions for how to treat more grievous wounds, poisons, curses, diseases, etc. Scrolls, recipes and religious lore can be quested for, assembled, translated (if needed) and will include the steps, components (if any) and how often such abilities can be used.

 

As you learn the ability to create new effects, consider how your character flavor may impact your play, and those around you.

 

For those who use Divine abilities, part of any recipe will always be customizing the spell and ritual recipes to your character. For example - you are casting a healing spell.  Are you a druidic character invoking nature to regrow the flesh? A cleric or priest invoking a divine blessing? How do you call upon your god(s), nature, or the spirits to help?

Or if you are playing a mundane healer, you will treat the “spells” as skills you have learned. Do you use simple bandages, stitch the patient up, use poltices, or will you amputate?  OK, maybe not amputate, you don’t want to ruin another player’s RP future.

CRAFTING / USING POTIONS

Potions are one way characters can chose to express their spell/skill formulas. Player potions can only be made in game by those on the Healer’s or Wizard’s Path who have learned the required formulas and created ways to roleplay the potion crafting as opposed to casting. Additionally, once mixed, a potion must be used within 10 minutes, before the combined ingredients and their magical reaction becomes inert, and follow the same frequency limitations as listed in the recipes as if the player was casting them.

 

This is one example of how a “mundane” Healer may work around some of the more esoteric Healer spell effects. For example: the Holy Shield. Perhaps as a mundane, your expression of the skill results in crafting a potion that reduces perceived pain, so whoever drinks it can take one more AP of impact before feeling the effects. Find creative ways to achieve the result if you find it fits your character. But don’t feel you have to create a way to have every spell. RP should always come first.

AREA / ENVIRONMENTAL EFFECTS

Some Spells create areas that are under one or more magical effect. These areas need to be bordered, or covered in a way Player can easily see, and marked with magical symbols, and an effects card. The symbols can be of any design, but the effects card must denote the effect, tier cast, and duration (if appropriate). The effects card description should not be readily visible to Players. (folded over, in an envelope, etc). Only characters that can sense arcana, light, or chaos can tell the area is enchanted (unless an obvious type).
If a Player has arcane or religious divination, they may check the effects card, and then RP appropriately.

 

SCROLLS

Spell/skill knowledge may be obtained in whole as part of a players starter Spellbook / Skill Journal, in whole as a Scroll, or quested for in pieces. A player must have the complete recipe for a Spell/Skill (preconditions, components, RP/Mechanics). If the player meets the preconditions, has the components onhand, and creates their roleplay as indicated, they may invoke the spell, or perform the skill. Skill scrolls will list how often they can be used. Spell Scrolls can only be used once per event, but do not count toward other frequency limits, though their performance times may very.

Spells Available By Tier

Spells will be added as they are made available for play.

Tier 0 - Blessings

  • To perform, must RP for a minimum of 5 seconds

  • Components optional

  • Unlimited Use per

Tier 1

  • RP for a minimum of 10 seconds

  • Min: 1 component

  • Unlimited use as long as components available

Tier 2

  • RP for a minimum of 30 seconds

  • Min: 2 components

  • Max use: 1x per day per healer tier

Tier 3

  • RP for a minimum of 60 seconds (1 min)

  • Min: 3 components

  • Max use: 2x per day

Tier 4

  • RP for a minimum of 120 seconds (2 min)

  • Min: 4 consumable components

  • Max use: 1x per day

Tier 5

  • RP for a minimum of 5 min

  • Min: 5 components

  • Max use: 1x per weekend event

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