A while back I read this alternate take on magical healing http://celynbrum.tumblr.com/post/142955752450/somethingdnd-lsunnyc-can-we-take-a-moment-to and it’s been rattling around. I condensed into this alternate healing move, for a class that I’m working on, but it could easily be rewritten as a location move or magical item. Let me know what you think:
When you spend a few minutes treating an injured ally, they are healed to their maximum HP, their wounds close, limbs regrow. They are cured of any diseases, and the weak, shaky, and sick, debilities. Though they are physically restored, the mental trauma of their injuries remain. They roll and take…
+1 if they’re healed for less than half their maximum HP
+1 if they didn’t see the damage before it was healed
On a 10+ they’re fine. On a 7-9 they choose one. On a 6- all three.
• They take the confused debility (they can’t choose this if they’re already confused).
• They must defy danger +WIS before receiving magical healing again
• They must try to reinjure themselves or allow themselves to become reinjured