Wounds and Healing

You cannot heal a wound you have not born yourself.

No healing power can heal a wound on another person, but they can heal standard D&D damage. This works like in L5R, where you heal damage by infusing the target with chi (or magic, or morale, or divine power) and they regain the HP although the person keeps the wound. These little wounds can be ignored for the purposes of gameplay. We assume that during a rest you bandage them, strap down bruises, learn to favor damaged muscles, etc. Essentially, for normal damage, all powers work exactly like they do in normal D&D.

We’ve never talked about this much in Echoes, but Traumatic Damage from Critical Matters represents real, dire wounds. They heal at a rate of one HP per week. Most damage you take from a crit isn’t Traumatic. In fact every bit of damage that the D&D rules SAY you take is normal damage. Only the +[W] damage is traumatic. That means that when you take a crit, 0-24 damage is the theoretical range of the Traumatic damage, with the most common being around 4 or 5 HP. (That wasn’t setting specific rules, it’s the stuff straight out of Critical Matters).

Traumatic Damage can only be healed with a Divine Healing Keyword Power. It can only be healed for the caster. You use it on someone else, you just heal their normal damage, leaving the Traumatic Damage untouched.

The rituals in Critical Matters can still be used to heal permanent wounds, but only for the caster.

There is an entire order dedicated to following God’s will in this matter and emulating {{:Salius]]. The Tears of God have all sorts of healers. Most of them don’t use magic, but those that do use the new cleric build from Divine Power. This is the only order that trains this build. They give up their Turn Undead for more Healing, and they are mechanically just like they are depicted in the rules, with the exception noted on Traumatic Damage above and one new power.

This power is free at 1st level, and at will. It takes a standard action and it’s melee touch. It allows you to transfer any or all wounds from a target to yourself (Traumatic Damage must be transferred by the whole wound, with all corresponding critical effects). This allows the healer to touch a comrade and take all that damage on themselves, then heal it later (or not at all). This also allows you to take negative conditions, such as poison or disease onto yourself. Even death.

The Healer can take a feat that allows him to cast healing spells when unconscious, but only on himself. This allows him to get up again when taking the wounds lays him out.

There should be a ritual that can bind the soul to the body while we look for a healer. It should take about 5 minutes to cast, and it can only work if the soul is still in the body. Since it effectively takes the place of resurrection, it should cost the same. I see it being a 1st level ritual, though.

You make soul departure saves after death, just like death saves. On a 20 you lose a failed death save and get another bite at the natural 20 apple. You make soul departure saves once per minute. A person can give you a bonus with an aid another healing check you try to keep your body hospitable (a little like CPR, maybe, but not as effective). If you fail 3 of these before the ritual finishes, you die.

By the rules we’ve defined, there are no problems a high level healer can heal that a low level healer can’t. However, stuff like a destroyed brain could be healed by certain epic destiny powers if we allow them as an exception. For instance, you could go to a powerful cleric that can self-resurrect because of an epic destiny to get him to heal something no one else could.

Transference Power

Subconscious Healing Feat

Lifekeeping Ritual

Wounds and Healing

The Imiriaran Cycle (Old) defendi