INFLICTIONS : Wounds and Injuries Physical / Metaphysical Law in NycosRPG Masterbook. | World Anvil

INFLICTIONS : Wounds and Injuries

WOUNDS: Injuries and Inflictions of Bodily Damage

TENDING

Tending wounds is not a magical process, but it does entail somewhat ritualistic behaviors. While each is not necessary, each can and does contribute to a return to health from Injury, Illness, or Poisons. These rituals are trainable Skills, as noted below. Magical Healing, Magical Cures, and Magical Blessings are covered under the Magic Rules in detail. Scrape Shatter Slash Stab Smash Scald Scorch Shiver Shimmer Struck
  • Apply Bandage - Grace - Apply any medical bandage to protect a Wound from further harm. All Wound Types
  • Cleansing - Cognizance - Provide Immediate Resistance to Infection, Poison, and Disease. Scrape or Slash
  • Clear the Wound - Resolve - Remove foreign material from the wound so it can properly heal. Stab
  • Sewing and Sutures - Grace - literally patch wounds that break the skin. Slash or Stab
  • Counter-thermal Treatment - cease the damage of thermal extremes. Scald, Scorch, or Shiver
  • Set the Bone - Resilience, Grace- Isolate and correct bone positioning for proper healing. Shatter or Smash
Note that no non-magical healing can counteract Wounds made by Magic Effect or Weapons with a Magical Component (Shimmer or Struck), but do reduce or eliminate the chance of ANY Wound type becoming Infected, including those unaffected by the healing processes. There are indeed Magical Infections as well, but they, like the Magic Effects themselves, are covered under Magic Rules, not here.   Tending Wounds can be an extension of preparation, so certain steps can be made to have materials on hand to reduce or at least assist in the resolution of injuries in the field. The following methods increase the healing rate in a variety of circumstances   Brew Potions and Elixirs - Brilliance, Resolve - Ferment and create medicinal non-magical liquids for sustaining an injured person through the Infectious Stage. Concoct a Salve - Brilliance - gather naturally occurring plant and animal materials to stand as a temporary wound-tending alternative.
Slings and Conveyances - Brilliance - create the means to Set Bones and move the injured from the field.
Bedding and Blankets - Cognizance - Creating calming climates the help holistic healing
Make a Poultice - Resolve - Create a medical bandage that provides more rapid and safe healing. Protects the Wound from Infection for one day if properly applied.
Prepare Unguents and Ointments- Cognizance, Brilliance - Herbally medicinal materials to be smoothed over damaged or wounded skin. Usually not for internal use.
 
Time Heals All Wounds. Wound Points from anything but Stab, Shimmer, or Struck attack forms return, one point per day in-game, unless a wound has complications or conditions that do not allow it. Stab Wounds take two days to reduce Wound Points by one.
    Injuries and Illnesses are as serious in a fantasy setting as they are in real life, just easier to handle. Magical injuries and illnesses have a different section, under Magic Effectsl
Type
Natural

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