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09/11/01

Rulebook - Healing
You can choose only one "type" of healing abilities to develop to further your skills. Healing Enhancers are earned, bought, and rewarded but never "found" unless part of a SL. Enhancers can only offer an additional (+) 1.

1. Natural - Your process of healing deals with medicines, herbs, items found in its natural state, along with knowledge of how bodies work and how to "fix" them "manually".

Natural Healing Abilities- 1d10

Skill level 1 - Herbal Remedies (salves ) +3
Enhancer - "Book o' Herbs" +1
Skill level 2 - Elixirs ( teas ) +4
Enhancer - "Book o' Elixirs" +1
Skill level 3 - Minor Medical ( bandaging ) +5
Enhancer - "Book o' First Aide" +1

2. Innate - Special powers, or abilities to focus one's own energy to heal oneself, but cannot be used on any other person.

Innate Healing Abilities- 1d10

Skill level 1 - Meditation ( inner focus ) +3
Enhancer - special "focus" item +1
Skill level 2 - Rejuvenation ( spiritual refreshment ) +4
Enhancer - "Book o' Mental Calm" +1
Skill level 3 - Regeneration ( regrowth ) +5
Enhancer - "Book o' Mental Energy" +1

3. Magic - Powers bestowed upon objects or by objects for the use of healing.

Magic Healing Abilities - 1d10

Skill level 1 - Scrolls ( Heal slight wounds ) +3
Enhancer - Ring o' healing ( has inscription ) +1
Skill level 2 - Potions ( Heal minor wounds ) +4
Enhancer - Special ingrediant o' healing +1
Skill level 3 - Spells ( Heal major wounds ) +5
Enhancer - Wand o' healing +1



Legends of Sol' Dennai�, LoSD�, Isle of Grey�, War of the Harvest�, Seasons of Unrest�, Trial By Fire�, Days of Agin�, Etaciun Plane�, Thalen�, Driella�, and related text, materials and graphics are Copyright J. O'Shields, 2001.
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