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Regeneration: Difference between revisions

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The subject must be conscious to heal a wound, but may heal a wound that would otherwise render them unconscious, provided they do so immediately (since they heal the wound before losing consciousness). If they sustain mortal wounds to the head and body simultaneously (e.g. from the calls Fatal, Bolt or Blast), they lose consciousness and are unable to use a charge.
The subject must be conscious to heal a wound, but may heal a wound that would otherwise render them unconscious, provided they do so immediately (since they heal the wound before losing consciousness). If they sustain mortal wounds to the head and body simultaneously (e.g. from the calls Fatal, Bolt or Blast), they lose consciousness and are unable to use a charge.
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| Skills || [[Greater Corporeal Spellcasting]], [[Thaumaturgy]]
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Revision as of 12:31, 15 September 2024

Name Regeneration
Length Very Short (30 Seconds)
Range 5ft / 1.5m
Duration Until time out
Cost Special
Material Cost 1 unit of ash
Key Words Corporeal
Description The subject of this rite is given one or more tearable cards by the attending referee, at a cost to the magician of 2 magic points per card. Thereafter, and until time out on the day the rite is performed, the subject may tear one of these cards, calling Regeneration, to heal one physical hit on one location. Healing takes around 5 seconds.


The subject must be conscious to heal a wound, but may heal a wound that would otherwise render them unconscious, provided they do so immediately (since they heal the wound before losing consciousness). If they sustain mortal wounds to the head and body simultaneously (e.g. from the calls Fatal, Bolt or Blast), they lose consciousness and are unable to use a charge.

Skills Greater Corporeal Spellcasting, Thaumaturgy


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