NWoD Mage the Awakening Spell Self Healing

From Herpa Derp Gaming Wiki
Jump to: navigation, search

Self-Healing: Life 2 (MtA p.183)

Practice: Ruling

Action: Instant

Duration: Lasting

Aspect: Covert

Cost: 1 Mana

Rote Pools: Adamantine Arrow Rote: Dexterity + Medicine + Life

Guardians of the Veil Rote: Intelligence + Medicine + Life

Description: The mage can heal herself of injuries and wounds.

Each success heals one point of bashing or lethal Health damage (the rightmost wound on the Health chart is healed first). This spell can be cast covertly, although Sleepers who witness it need some method of explaining its miraculous effects so the spell won’t seem Improbable; use of medical gear might be enough to convince them. With Life 3, the mage can heal aggravated wounds, but the spell must be cast with a vulgar aspect.

GMC Rules

Any rulings that are added - such as spells being converted into conditions, or providing conditions - can be detailed here. If there are no such things to be added, this section can be removed.

House Rules

Chronicle 1

House rules for Chronicle 1 go here. If there are none to speak of, delete this section. If there are multiple chronicles with different house rules, simply replicate this section (everything from ===Chronicle 1=== and onward) for each chronicle.


(this is going to eventually be a bunch of links. For now, just hop back to the Spells page. DO NOT EDIT THIS SECTION.)