Worthwhile healing and targetting questions.

While Ars Majica magi are stronger than most magi in most other system, healing is a notable weakness.I am assuming no-one use Chirurgeons Healing touch. Spending 4 vis to fix a wound one can sleep off if Purification of the Festering Wound is cast, seems extreme.

I am looking for healing that seems worthwhile.

It's level 30 to fix a heavy wound. It's a warping point, however, heavy wounds are terrible to deal with. Heavy wounds are my starting point.

The next option is targets.

Target Circle - After a fight, one could get a group of grogs who had been messed up to get within the circle, cast a group heal. Lots of healing, but it does need a circle. Level 30, 6 vis, 1 warping for each target. A medium wound version at 25 saves the warping, and a medium wound is harder to sleep off than a light, so may still have a purpose for existing.

Target group - After a fight, one could get a group of grogs who had been messed up to hold hands, cast a group heal. Level 40, 8 vis, warping. To make it viable in combat, group target and voice, which is level 45, 9 vis and warping.

A group question - Could a healing spell heal a group of wounds on one individual. I believe it could. Again, level 40. I do consider if the group healing spell is made, there would have to be two spells. One heals all the wounds on 1 person, the other heal a wound on each of a group of people. Thoughts?

Take a look at base 35. That handles all wounds on a person using Individual, as seen in Incantation of the Body Made Whole. Then just extend this to Group (or Circle or Room or whatever) as we see in Incantation of the Warriors Made Whole (MoH p.21).

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I wouldn't worry about warping points.

It's good story-stuff, and if a grog actually survives enough healing spells to develop a warp score, I say give them a pat on both heads and an honorable retirement.

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Thanks. A big overthink by me.

That would be a long sleep. Even in the best case it takes a week for a Light Wound to heal on its own. Usually not a major problem, but if you have multiple Light Wounds (or more severe wounds) you are fairly limited in what you can do during the recovery period, which can cause problems.

If the goal is yo use in combat, make charged items that maintain concentration & then, at the end of the day, you heal them all in a circle ritual.

If you have access, make it an invested item with sun duration and many uses. The poor man's version being the bind wound object while the "may break your oath" version is the whole body heal version.

I'm not sure how the spell would work exactly but a Muto version that transfers the wounds might be interesting in the battlefield.

W

A Muto Corpus spell to move the wounds would be interesting, but as a Muto spell, the wounds would return to the one you took them from once the duration expires. Plus, I don't think any new wounds acquired would be moved.

A 'transfer one property from one object to another' guideline would be very useful -- glass that burns like coal, gold that weighs the same as chalk, a draft-horse with the speed of a purebred racing horse, or crops that grow as vigorously as weeds; all of these would be interesting. The downside is the stuff you get out the other side of the swap; coal that doesn't burn, heavy chalk, a pure-bred racehorse with the speed of a draft-horse, etc. I'm not sure Hermetic magic does stuff like this

Transfering wounds (or anything else) from one person to another doesn't sound like something Muto can do.
It is however something Infernal powers does (Incantation + Consumption).

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I would think it could be done as a Perdo+Creo effect. But it's probably easier to just heal your team and hurt the opposition via two separate effects.

Maybe ReCo -- literally moving the wound? It could be instantaneous / permanent, the question is would it require ritual casting. It seems like it ought to be simpler than an actual CrCo healing.

Wounds don't naturally move from place to place, so I don't think Rego can do that. And if it is possible and easier, it dominates other healing methods, as you can always find someone you're willing to drop the wound onto, at least as long as you're kind of evil.

I could believe this as a Breakthrough, probably infernally tainted, but not as standard Hermetic magic.

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No, wounds do not naturally do this, which is why it is magic. There is folklore of healers 'buying' warts and similar, to take possession of them away from the person who has them.

And the 'infernal taint' is dubious -- certainly taking a wound from yourself and placing it onto an unwilling innocent would seem almost as evil as conjuring a fire to burn down someones house. But taking someone else's wound and moving it onto yourself does not seem to be an infernal act, nor does saving someone's life by moving a wound from them to someone else who can more easily bear it.

While it doesn't do wounds, diseases and curses (in a fairly wide sense) can be moved by the Curse-Throwing ability. (RoP:F p115-116)

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I didn't say it can't be done, I said it can't be done by Rego.

But I agree with you that some hypothetical magic that only worked with informed consent could be possible, and not infernal.

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