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Old 03-11-2016, 04:31 AM   #1
Bazial
 
Join Date: Feb 2016
Default [RPM] Limits on Healing

I'm working on a handout for a low fantasy campaign, very much in the vein of Leiber, Howard and Asprin's Thieves' World anthologies. I'm taking a few flavor cues from the d20 version of Thieves' World, and among one of the principles I'd like to adapt is limitations on healing magic. Basically, straight-on patch-the-wound-healing magic does not exist. Magic does not have to power to directly restore; instead, "healing" is done through transferring damage to another subject (much like the Empathetic version of the Healing advantages presented in Powers), it has some price that affects the healed individual, or it can, at best, only accelerate the healing process.

This would of course greatly limit the effects of Restore Body in RPM. My players are fine with the idea of healing magic working like this, but I'd love some advice on the mechanics. Should my notes on RPM in the handout simply include a clause that states something along the lines of:

"RPM cannot directly heal without some sort of catch, and all rituals aimed at healing the body must include effects to accommodate this."
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healing, ritual path magic


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