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Healing Magics, A TreatiseBattlefield Healing is, one might assume, an easy enough profession. After all with dozens of armed men very interested in your safety and often being surrounded by others skilled in the healing arts it seems an easy enough assignment. However being an effective healer is another matter as anyone who dodges through the battle lines with nothing more than faith in the Gods of law to protect them, diving into the thickest fighting where your defenders are all fighting for their own lives just for a man who may already be dead already knows. There are two main edicts to be observed in any form of healing, keeping yourself alive and using your power effectively. I will cover these two subjects in detail below before going into some detail on the actual means of healing Corporialists and other mundane healers may use, with appendices covering several common poisons and ailments. It should be borne in mind that many of the basics of spell casting apply to healing magics as well although given the personal range of most healing spells they are usually less of an issue, however bear in mind at all times that healing magic is still magic and should be treated as such.
Types of Healer“Healers” is actually a very broad term, the differences between a pacifistic elf Corporealist and a Drow assassin who use his magics somewhat more aggressively are telling. In general those who have put some training into Physical or magical healing either for themselves or in case of emergencies; or who use corporeal magic primarily offensively are not what the author is bearing in mind in this text, rather the more vulnerable specialist healers who seldom invest in heavy armour and weapons in favour of more magical skills. That is not too say others would not benefit from this text, just that they will probably find it less useful day to day. Staying AliveThe key problem facing most healers on a battlefield is thus, They have to treat patients swiftly, which means they need to be near source of these casualties, a minute away at most for any critical cases otherwise the patient is liable to perish before or even during treatment. Of course this can be extended with use of Sanctuary but this should really be saved for special cases, as it is usually just power inefficient. So, a healer must be near danger at all times, a situation most are ill equipped to deal with, either by training or inclination. Generally even the most militant healer is after all hardly on a par with a fully armoured troll at close range after all. This is where the difficult balance arises. Of course a healer is never alone, as obviously the troops he is trying to aid will do their utmost to protect him, but they are far from omniscient and when with striking distance one should always remain alert, after all you cannot fix your own staved in skull (Without Regeneration anyway). You should also keep half an eye on the ebb and flow of a fight around you, if your line is buckling and the enemy is driving you back into some obstacle be aware of it, a healer is often in a better position to see such things before the men fighting, and should not be afraid to tell them! Or in some cases attempt to escape before he joins his patients in another healers care. Healers should always endeavour to keep a shield, ally or at worst some armour between them and enemy, a lone arrow is always a danger but a well aimed polearm should always be considered dangerous. Of course the above is not always available, but a quick wit and a keen eye aren’t beyond most of you! Remember that even whilst casting a spell upon a wounded man you can be casting your eye about for peril! Of course, even the most inept Corporealist physically is easily able to cripple or maim enemies using their powers, but at the cost of their powers to heal of course… This means they should generally be saved for a last resort, when an enemy stands over you (or indeed an Ally, a well placed Fumble can save you a Greater Healing later on!). So use you powers to defend yourself by all means, just not recklessly! As an addendum, healers should always endeavour to learn the faces if not names of their peers, and get their fellow healers up first in order to help, every man or woman up and helping means another few less in the graveyards.
Staying UsefulIt s very easy to exhaust your supplies in a crisis, using all of your power or supplies on trivial cases or early in a day can lose lives later on so always prioritise your resources. Don’t expend a Greater Healing on the walking wounded unless you are done for the day, or volley off Blindings in a trivial skirmish lest a man die in your arms later that day for wont of your skills. A basic Triage can be applied easily enough. If a man can walk and fight, he is not a priority, if a man's liver is sprayed fifteen feet over the earth, get a healing spell in him! In general the Healing spells can be divided into three groups. The Damage healing spells, which directly heal physical wounds; The Restorative magics which return lost senses or mobility and the Curing spells that remove or counter diseases or poisons In general Damage healing is most important (depending on how serious the injury) with Curing being second on your list, followed by Restoration, and then the Damage restoration of trivial wounds while lastly comes Restoration needed due to spells such as Paralyse which lasts only 30 seconds at worst, and is thus rarely worth the investment of time, let alone power… Then, and only then, you can use your spells to take pot shots at nearby foes. Not all limbs are born equal too; this table should help you decide which limbs to fix in a hurry if Greater Healing isn’t available. This can be varied in certain situations, for example if there is nowhere to run to fixing legs is secondary to arms. Location Priorities
Above all this don’t be afraid to use your judgement, there are a thousand different weapons, poisons and diseases out there and a hundred ways of administering them! Just bear in mind a sword wound is usually just a sword wound. Appendix 1 - DiseaseMany diseases afflict the populace of this world, however some are more dangerous than others, contained within are some common ailments, vectors and cures. Sources of Diseases:The Level three Corporeal Spell Cause Disease unsurprisingly causes diseases, extremely resistant ones at that, generally only stoppable outright by its level Three counter Remove Disease. Otherwise beware certain creatures, either their natural attacks or filthy equipment can spread contagion as can deliberate sabotage of supplies and water etc. Please report the source (if known) of any dangerous disease found or refer to other texts for details of common ailments. Levels of Contagion:Highly Contagious Contagious Mildly Contagious Not Contagious The spell Diagnosis will reveal the Diseases Contagion Level. It is important to note that the Contagion Level of a Disease cannot be altered other than through the natural course of the disease. It is only removed upon the curing of a victim; therefore dead victims are still likely to remain contagious in some way.
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