Arcane Healing

Arcane Healing: A Mage’s Approach to Medicine

Arcane Healing is a non-traditional Mote that allows Magic-Users to apply healing, tend wounds, and eventually create medicinal concoctions. Though regarded skeptically by conventional wizards, it is a vital discipline where divine magic is unavailable.

Requirements: A Healing Codex is mandatory for all healing abilities gained through this Mote. The Healing Codex follows the Magic Book mechanic — it must be maintained, can be lost, and represents the healer’s accumulated medical knowledge. All formulae and procedures must be researched and recorded within it.


Cantrip Rank (Basic Medicine) #

The Magic-User learns either the Healing or Veterinary Healing General Skill, representing foundational knowledge of physical medicine.

Requirements: A Healer’s Kit is required for all healing attempts. The basic kit costs 500sp and must be replenished every 10 uses at a cost of 250sp.

Bonus: Using a Healer’s Kit grants a +1 bonus to the Healing Skill Level and adds 1 HP to the healing roll.

Note: This rank may be taken multiple times. Once for Healing and another for Veterinary Healing.


Charm Rank (Non-Magical Concoctions) #

The Magic-User gains access to an enhanced version of the Alchemy General Skill, calculated as 3x INT + 2 per XP level. This represents dedicated alchemical study beyond the standard General Skill, with the level-based progression reflecting the Magic-User’s deepening arcane understanding of medicinal compounds.

Concoctions: The healer may research and produce non-magical compounds that replicate the effects of Neutralize Poison, Cure Disease, Cure Light Wounds (1d6 HP per day), and Purify Food and Water. Specialized concoctions such as Burn Salves or Bleeding Powders are possible, functioning as a second dose of Cure Light Wounds for specific ailments.

Potency: Concoctions last 1d4 days before decomposing. The healer may produce up to 3 concoctions per day.

Laboratory Requirements: All experiments take 1d6 hours and must be uninterrupted. All formulae must be researched and recorded in the Healing Codex.

  • Full Laboratory: Costs 5,000sp per Mote rank (maximum 25,000sp at Grand Mote rank). Monthly component maintenance costs 500sp, plus 1,000sp per experiment.
  • Field Laboratory: Costs 3,000sp. Portable and carriable by one person, usable up to Incantation rank. Limited to 10 uses before replenishment at 500sp. Chance of success is halved.

Incantation Rank (Magical Concoctions) #

Concoctions produced at this rank and above become magical in nature.

New Concoctions: Cure Serious Wounds, Remove Blindness, and Sate Hunger.

Potency: Magical concoctions last 1d4 days per XP level of the healer. Creation costs are halved and the daily production limit is removed.

Bonus: The healer gains a +1 bonus to Healing and Veterinary Healing Skill Level checks, and rolls 1d6 instead of 1d3 for base healing. Healer’s Kit bonuses apply as normal.

Rate: The healer may produce 2 concoctions of this rank per day.


Enchantment Rank (Permanent Magic Items) #

Concoctions created at this rank become permanent magic items with no expiration.

Healer’s Kit Bonus: The kit now adds 1d6 HP to each healing attempt and allows the healer to attempt to neutralize poison or cure disease directly, without requiring a concoction.


Grand Mote Rank (Preventative Medicine) #

The healer’s mastery extends to preventative applications. Concoctions may now be created to provide protection before harm occurs rather than treating it afterward.

Example: A Burn Salve applied before combat causes the recipient to ignore the first 1d6 fire damage taken.

Skill Bonus: When using Healing or Veterinary Healing, the healer gains a bonus to the healing result equal to the margin of success on the skill check. For example, a healer with Skill Level 17 who rolls a 5 succeeds by 12, adding 12 HP to the healing result.

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Updated on March 11, 2026