Arcane Healing

Arcane Healing: A Mage’s Approach to Medicine

Arcane Healing is a non-traditional ability that allows magic-users to apply healing and tend wounds. Though disdained by conventional wizards as “hedge-wizardry,” it is a vital skill where divine magic is unavailable.


Penny Rank (Basic Skill) #

At this rank, the practitioner learns the physical skills of Healing or Veterinary Healing.

  • Requirements: A Healing Codex is mandatory for all healing prowess, and a Healer’s Kit is required. The basic kit costs 500sp and must be replenished every 10 uses (250sp cost).
  • Bonus: Using a Healer’s Kit grants a +1 bonus to the skill level and adds 1 HP to the healing roll.
  • Progression: This rank can be taken multiple times to increase skill or knowledge.

Baccara Rank (Non-Magical Concoctions) #

The healer learns Alchemy (calculated as 3x Int + 2 per XP level), creating non-magical compounds that imitate magical effects.

  • Concoctions: Powders, balms, or liquids that mimic Neutralize PoisonCure DiseaseCure Light Wounds (1d6 hp/day), and Purify Food and Water. Other specialized concoctions are possible (Burn Salves, Bleeding Powder, etc.) acting as a second dose of Cure Light Wounds for specific ailments.
  • Laboratory Required: Experiments take 1d6 hours and must be uninterrupted.
    • Full Lab: Costs 5,000sp per rank (up to 25,000sp for Crown Rank). Component replacement is 500sp monthly + 1,000sp per experiment.
    • Field Lab: Costs 3,000sp, usable up to Sovereign Rank. It’s portable (one man can carry) but has limited uses (10 uses; 500sp to replenish). Chance of success is halved.
  • Formulae: Must be researched and written in the Healer’s Codex.
  • Potency: Concoctions last 1d4 days before decomposing. The healer can produce 3 concoctions per day.

Sovereign Rank (Magical Concoctions) #

Concoctions at this rank become magical.

  • New Concoctions: Cure Serious WoundsRemove Blindness, and Sate Hunger.
  • Potency: Lasts 1d4 days per XP level of the healer. Creation costs are halved, and the limitation on uses per day is removed.
  • Bonuses: +1 bonus to Healing/Veterinary Healing skill checks, rolling 1d6 instead of 1d3 for base healing (plus the Healer’s Kit bonuses).
  • Rate: Can produce 2 concoctions per day of this rank.

Ducat Rank (Permanent Magic Items) #

Concoctions are now true magic items without expiration.

  • Healer’s Kit Bonus: The kit now adds 1d6 to each healing attempt and allows the healer to attempt to neutralize poison or cure disease.

Crown Rank (Preventative Concoctions) #

Concoctions can now be preventative or give temporary HP (e.g., a Burn Salve applied before a fight ignores the first 1d6 fire damage taken).

  • Skill Bonus: When using Healing or Veterinary Healing, they gain a bonus equal to the difference for success (e.g., Skill 17, roll 5 = 12 HP bonus).

Synergy #

If the Arcane Healer is also a Master of Alchemy (Secret Craft), costs are reduced to one-third, and they choose the best chance of success from the available options (Circle Rank, Alchemy Skill, or Magical Item Creation rules).

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Updated on February 6, 2026