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jjordan
2019-06-16, 01:10 PM
I'm revisiting this idea, trying to quantify effects and put this into a readable/usable format.

TL;DR: Make healing more accessible by allowing arcane spell-casters and non-magic users access to healing tools. And make the medicine and alchemy skills be worth a damn.

My efforts work to make non-magical healing worthwhile and make low-level magic healing available to arcane casters. This is primarily aimed at NPCs but I tried to make sure the material was balanced if it was used by PCs. Conceptually this material is aimed at producing barber-surgeons, village healers, medics, and doctors who can be available to assist the PCs. I do this by creating an advanced healing kit that allows actual healing, creating a list of non-magical potions to lower the cost and increase the availability of portable healing/buffing tools, and putting together a new, low-level spell list oriented towards arcane healers. I believe I managed to ensure that full-fledged healing spells, particularly divine spells, remain superior, particularly in most adventure situations.

Based on research of the Middle-Ages and Renaissance healers, outside the standard D&D character classes, can be divided up into practical practitioners and theorists. The former includes barber-surgeons, village healers, army doctors and anyone else that relies on trial and error and proven remedies. The latter includes big-D Doctors who believed that the body was a reflection of the universe and theories of cosmology could be applied to the practice of medicine. See the Four Humors and come back to here.

Barber-Surgeons were barbers. They cut hair and shaved people. Since they shaved people they had the state of the art razors. Which meant they were often called upon to cut into human flesh for one reason or another. Because they were untainted by theory they relied extensively upon observations of what worked and what didn't work. It was, unfortunately, not always clear what had worked so they continued to apply practices like bleeding patients (to let out the poisons, evil spirits, and so on) until quite late in history. Your barber-surgeons should be practical folk ready to perform basic surgery.

Village healers were primarily herbalists accustomed to using local plants and wildlife to treat ailments. Less ready with a knife and more inclined to spend time observing and diagnosing the patient (and likely to be personally acquainted with them).

Doctors, with a small d, are distinguished by their education and practical knowledge. They have ideas of how the human body works that are based on observation and experience rather than a degree in philosophy. They are somewhat scientifically inclined and prepared to experiment, though sometimes without the fully informed consent of the patient. Doctors generally subscribe to a code of ethics and might be considered the pinnacle of practical medical knowledge in a Fantasy-Medieval setting.

Doctors, with a big D, are medical theorists. They believe that the body will, if put into the proper balance, heal itself and, possibly, live forever. To check the balance of the body they pay particular attention to the inputs (diet, activities) and outputs (urine and fecal matter, mostly). They apply their 'knowledge' of the universe to the treatment of the human body. Their theories and experiments often provide significant advances to medical knowledge even while their prescription of 'have the barber take two bowls of blood and call me in the morning' kills many specific patients.

Possibly the biggest advance in medical practice was the marriage of medical theory with the practice of experimentation. Medieval and Renaissance technology was capable of producing some amazing items but their knowledge base lacked the theoretical basis to develop these items.
Advanced Healing Kit
The D&D 5e Healing Kit is roughly a first aid kid. The Advanced Healing Kit (AHK) runs the gamut from a trauma kit (as used by EMTs and combat medics) up to the full toolkit of the medieval doctor. An AHK costs 20gp and has ten uses. It can be ‘reloaded’ for 10gp.
Actions Allowed:

Treat Wounds - Usage of the AHK by someone with proficiency in the Medicine skill allows the patient advantage on their next HD recovery rolls. Divide the number of HP damage the patient has taken by 10 (round down but never go lower than 1). Multiply this number by 5 and that is how many minutes it takes to treat the patient.
Diagnose Disease - A person with Medical expertise can use their knowledge, and this kit, to attempt to diagnose a disease affecting a patient. It takes 10 minutes per diagnosis attempt.



Disease is
DC


Common
10


Uncommon
15


Rare
20


Very Rare
25


Diagnose Poison - A person with Medical expertise can use their knowledge, and this kit, to attempt to diagnose a disease affecting a patient. It takes 10 minutes per diagnosis attempt.



Poison is
DC


Common
10


Uncommon
15


Rare
20


Very Rare
25


Treat Disease - With a successful diagnosis the medical user may attempt to treat the disease over the course of 1d4 weeks.
Treat Poison - With a successful diagnosis the medical user may attempt to treat the disease over the course of 1d4 days.

Things you might find in an Advanced Healing Kit include:
Bandages

-Probably sterile
-Possibly containing an anticoagulant or made of an anticoagulant material
-Possibly containing an antibiotic or made of an antibiotic material
Suturing Equipment

-Bronze or Iron needles (curved)
-Catgut or silk suturing thread
-Giant spider silk suturing thread
Disinfectants

-Vinegar (concentrated or diluted with water)
-Distilled alcohol (concentrated or diluted with water)
-Soap (and water, sometimes pre-mixed with water)
-Bleach (concentrated or diluted with water)
Splints

-Fabric and braces
Razors

-Folding razors to keep them sharp
-Obsidian flakes to use as scalpels
Scissors/Utility Knives

-To cut things other than flesh
Syringes

-This is really pushing it from a technological standpoint. Hollow needles are hard to make, pistons take some precision and I'm including this as a 'high-tech' possibility and only because some way to deliver drugs to the unconscious is really needed.
-Low-tech options might include using a snake-tooth and a bladder of some sort.
-High-fantasy options might include plants that have been developed to deliver specific medications through stingers on the leaf surface. Or bugs (spiders, ants, bees, wasps) that have been developed to deliver medication through their bite/sting.
Bone Saw

-I'm only mentioning this because amputation was a standard practice for battlefield surgeons as complicated surgery was beyond them. Bear in mind that folks who suffered traumatic injuries are quite likely to be missing limbs or other body parts, even with the ready presence of healing magic.
Tourniquets

-From the very simple cord and stick to tighten it up to self-locking mechanisms and industrial pressure appliers driven by screw-drives. The invention, and proliferation, of truly effective tourniquet devices made amputations much more survivable in the 18th Century and beyond.
Pliers

-For gripping things that need to be gripped tightly. Like arrow heads. Or teeth.
Tweezers

-Various sizes for pulling stuff out of wounds.
Maggots

-Used to clear out dead tissue. Then and now.
-Unless you're playing a significant downtime scenario there's no real use for these in most D&D timeframes. But they're too cool not to mention and bring up the idea that other animals might find medical uses in a fantasy environment.
Drugs

-Prepared ahead of time
-Stored in bottles (ceramic or glass) sealed with wax, or in packets of waxed-fabric.

Non-magical Potions and Salves
The pharmacopeia of the Middle-Ages and Renaissance was quite extensive. That of a fantasy world should be at least its equal and more effective. Production of the refined products listed below would require an individual with a full alchemical toolkit, proficiency/expertise in the use of that toolkit, and space and time and materials to work with. Some of them would also require proficiency in Nature or Medicine. Some of these concoctions might be used in less refined forms but would have less effect.
Preparations:

Dwale - An advanced soporific used to render a patient unconscious and insensate. The patient slowly drinks this concoction in a mixture of wine until they are unconscious. Alternately they may breathe with a sponge soaked in this mixture covering their mouth and nose. Patient will remain unconscious for 1d4 * 10 minutes. A patient does not remember anything that happens during the time they are under the influence of this drug. This time does not count towards rest.
Laudanum - A less sophisticated version of Dwale administered in the same fashion. Patient will remain unconsious for 1d4 * 5 minutes. The patient will remember what happens when they are under the influence of this drug. This time does not count towards rest.
Bald's Salve - A topical antibiotic that grants +1 to all hit dice rolled on the next rest and prevents wounds from festering (if using any lingering wound rule variants).
Wake the Dead - A liquid which, when administered by syringe, will wake a character from unconsciousness and grant them 1d4 temporary HP for 1d8 +1 rounds. When the drug wears off the character will suffer 1 level of exhaustion.
Boost - A general performance enhancer consumed in liquid form. Lasts for 1d4+1 minutes. Grants +1 to ability checks, perception, and attack rolls while it lasts. Grants advantage on saving throws versus exhaustion, poison, and fear. Because Boost is a vasodilator characters under the influence take an additional 1 point of damage from each slashing, piercing, or bludgeoning attack that hits them. Character takes one level of exhaustion when it wears off. Boost is addictive, DC15 save versus Con after each use. If the character fails then they have a level of exhaustion until they take boost again or make a DC20 save versus Con. They may attempt their save every 48 hours.
Liquid Courage - Boosts confidence and counteracts fear. A liquid. Lasts for 1d4 hours. +1 to all Charisma based rolls. Grants advantage on all saves versus fear-based effects. DC 15 save versus Con when the drug wears off or take a level of exhaustion that lasts until two long rests have been completed.
Flaming Skin - A salve that numbs the skin, after it inflicts 1d4-1 points of radiant damage (leaving the skin brightly flushed) and conveys 1d8 temporary hit-points and resistance to fire, cold, and bludgeoning attacks.
Still The Mind - A hypnotic drug consumed as a liquid. Quiets the mind and cuts the amount of time required to regain a HD in half. Characters under the influence of Still The Mind save at disadvantage for all charm based attacks. Dosage is difficult to determine. The person administering the drug must make a DC15 check versus their Medicine skill. If they succeed they give the patient the correct dosage for the time they want to be under. If they fail the patient will be under the effect of the drug for 1d4-1 hours (yes, if they are under for zero hours they get no benefits).
Eagle's Eye - A liquid that increases perception and the ability to take in information. Characters are at +3 for all perception checks and all Intelligence based checks. The drug lasts for 1d4-1 hours. Characters under the influence of the drug are light sensitive. When the drug wears off the character must make a DC20 save versus intelligence or be stunned for 1d8 rounds.
Fox's Food - A thick liquid concoction of nutrients which allows the character to roll at advantage on one HD at the completion of their next rest. The character's fecal waste will smell noticeably foul for the next two days.
Stayawake - A thick resin/gum that is chewed and helps to keep the character awake and alert. Lasts for 2d4-1 hours. During this time the character will not be subject to up to three levels of exhaustion, will save at advantage on sleep attacks, and will have a +1 to all initiative rolls. Character will also be unable to taste or smell anything and must consume double the amount of liquids normally required or take 1 point of damage per hour until the drug wears off. Stayawake is addictive, DC15 save versus Con after each use. If the character fails then they have the shakes and are -2 to all Dex based checks until they take Stayawake again or make a DC20 save versus Con. They may attempt their save every 48 hours.

The pharamcopeia of a Fantasy-Medieval world might include the following. I inclined towards real-life examples of drugs that have been studied and show effectiveness. You might choose to use other plants and materials from the body of folk medicine and/or invent your own. I highly encourage this. Please remember that all drugs have side-effects and that the difference between a beneficial drug and a poison is largely the dosage.

Caffeine (tea, coffee, yerba, guarana, mate)

-Stimulant
-Diuretic
Aspirin/Willow Bark

-Painkiller
-Tea infusion or tincture
Marijuana

-Soporific
-CBD extract
-Appetite stimulant
-Smoked, infused (in oils), tinctures, teas
-Converted to hash for concentrated potency
Cocaine

-Topical Painkiller
-Stimulant when consumed
-Leaves in infusions, smoked, chewed
-Processing to powder is too difficult for medieval chemistry
Morphine/Opium

-Painkiller
-Soporific
-Anesthetic
Alcohol
Belladonna

-Bee honey from these plants is poisonous too
-Poisonous (in large doses) soporific
-Jimson Weed is a related plant
-Source of atropine
Khat

-Stimulant
-Chewed leaves or tea infusion
Henna

-Topical antibacterial
Garlic

-Antibacterial (consumed, applied)
-Crushed to extract juice
Oregano

-Oil is antibacterial
Clove

-Oil used as topical painkiller
-Antibiotic
Goldenseal

-Consumed or applied antibacterial/antibiotic
-Unsafe for children and pregnant women
Echinacea

-Antibacterial
-Drink, gargle, apply
Ginger

-Consume
-Antibacterial
Witch Hazel

-External use of extract or tisane
-Antiseptic
Chitosan

-Shrimp shells boiled in lye, rinsed, dried, powdered (clotting agent for bandages)
-Mix with antibacterial/antibiotic powder (turmeric, etc…)
Stevia

-Sweetener
Cinquefoil

-Anti-inflammatory
Sericin

-Glue secreted by spiders and silk worms
-Collected by boiling webs/cocoons in hot water
-Powder can be used as a biological glue to seal cuts and as a coagulant
Mulberry

-Tea of leaves can treat (not cure) diabetes
-Root powder anti-bacterial
-Leaf extract works as anti-venom for snakes
Ma Huang

-Ephedra/ephedrine
-Improves breathing
-Boosts metabolism
-Boosts focus
-Mormon Tea (variant plants found growing lots of places)
Adrenaline

-Extracted from adrenal glands
-Really hard to do
-This could be done with magic?
Yohimbe

-Vasodilator
Foxglove

-Digitalis
-Regulate heart functions
Grains of Paradise

-Antibacterial
-Cardiac health
Peppers

-Produce capsaicin (mostly in the white ribs inside the pepper)
-Anti-fungal
-Topical pain killer
-Anti-itch
-Grind the dried peppers, soak in alchohol, remove the solids, let the alcohol evaporate, remaining solids are capsaicin.
Silver Powder

-Dry powder as an antibacterial
Hemlock

-Anesthetic
Gall

-The bile of animals (pigs and cows in particular, but also bear)
-Emulsifiant
-Partially digests fats
-No, really, a significant ingredient in real Medieval medicine.
Henbane

-Anesthetic
Water Hyssop

-Improve short-term memory and cognition
-Anti-anxiety
-Sedative in larger doses
Golden Root / Arctic Root

-Roots are an antidepressant
-Decreases mental fatigue
Ginseng

-Anti-inflammatory
-Decreases mental fatigue
-Anti-nausea
Tobacco/Nicotine

-Increase alertness, focus
Red Yeast Rice

-Natural statin
Mushrooms/Fungi

-Penicillin (if someone isolates a relatively pure strain [difficult] then that strain can be cultivated [relatively easy])
-Multiple drug types (some psychotropic)
-Many are difficult to isolate but for some you can grow them if you are able to isolate.
-Nutritional yeast
Beet Juice

-Nitrates, helps dilate blood vessels, gets more oxygen to the muscles
Sulfur

-Topical antibacterial with some itching and irritation side-effects.
-Used in creams/salves
-Reacting sulfur with lye can produce sodium thiosulfate which counter-acts cyanide poisoning
Turmeric

-Antibacterial
-Anti-inflammatory
Sal Ammoniac

-Ammonium smelling salts
-Different versions (rare mineral/crystal, aged urine, which is ammonia, can be substituted)
-May contain aromatic oils (peppermint, eucalyptus) as well
Ether

-Analgesic, intoxicant, anesthetic
-Extremely volatile (flammable in the presence of oxygen).
-Made by distilling a mixture of ethanol and sulfuric acid.
-Made in the 8th or 12 century in the real world so it's doable in a Fantasy-Medieval world.
-Mixed one part ether to three parts liquid (honey, water, coffee) for low dose intoxication.
Powdered Gelatin

-Not a medieval tech but modern studies are showing this has significant effects on healing cuts and burns.
-Extracted from animal bones and hooves and other bits.
Gum Arabic

-Used as a thickener and adhesive in salves. And paint.
Powdered Spider Webs

-Used as an anticoagulant

Low Level Healing Magic

Detect Poison

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and Medicine proficiency)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to gather information about a poison: what type it is, what it has damaged in the victim being examined, how strong it is, what the end result might be, and etc… The caster must make a Medicine check at DC5 to succeed. This spell grants +5 on the success check for Cure Poison on the same patient/victim. For each additional, continuous 10 minutes the caster spends concentrating on the spell (and examining the patient) they get an additional +5. The DC check goes up by 5 for each additional ten minutes (1st 10 minutes DC5, 2nd 10 minutes DC10, 3rd 10 minutes DC15, and so on)
Detect Disease

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and Medicine proficiency)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to gather information about a disease: what type it is, what it has damaged in the victim being examined, how strong it is, what the end result might be, and etc… The caster must make a Medicine check at DC5 to succeed. This spell grants +5 on the success check for Cure Disease on the same patient/victim. For each additional, continuous 10 minutes the caster spends concentrating on the spell (and examining the patient) they get an additional +5. The DC check goes up by 5 for each additional ten minutes (1st 10 minutes DC5, 2nd 10 minutes DC10, 3rd 10 minutes DC15, and so on)
Detect Magic

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and Arcana proficiency)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to gather information about magic: what type it is, what it has damaged in the victim being examined, how strong it is, what the end result might be, and etc… The caster must make an Arcana check at DC5 to succeed. This spell grants +5 on the success check for Dispel Magic on the same patient/victim. For each additional, continuous 10 minutes the caster spends concentrating on the spell (and examining the patient) they get an additional +5. The DC check goes up by 5 for each additional ten minutes (1st 10 minutes DC5, 2nd 10 minutes DC10, 3rd 10 minutes DC15, and so on)
Identify Wounds

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and Medicine proficiency)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to gather information about physical injuries the patient has suffered. The caster must make a Medicine check at DC5 to succeed. This spell grants +5 on the success check for Cure Physical Wounds on the same patient/victim. For each additional, continuous 10 minutes the caster spends concentrating on the spell (and examining the patient) they get an additional +5. The DC check goes up by 5 for each additional ten minutes (1st 10 minutes DC5, 2nd 10 minutes DC10, 3rd 10 minutes DC15, and so on)
Cure Physical Wounds

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M(magic circle and living source of HP)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to heal physical wounds. Requires a source of living tissue (1hp per 1hp healed). Cannot re-grow missing body parts. The caster can restore hit points according to the level they are casting at for each continuous 10 minute block of time they spend casting. (Lvl1 1d4, lvl2 1d6, lvl3 1d8, lvl4 1d10, lvl5 1d12, lvl6 1d20). Caster must make a DC5 Medicine check that goes up by 5 for each additional 10 minute block. May apply modifiers from diagnosis spells.
Cure Poison

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M(magic circle and living receptacle for the poison to go into)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to heal damage caused by poison AND neutralize the poison. The caster can restore hit points according to the level they are casting at for each continuous 10 minute block of time they spend casting. (Lvl1 1d4, lvl2 1d6, lvl3 1d8, lvl4 1d10, lvl5 1d12, lvl6 1d20). Caster must make a DC5 Medicine check that goes up by 5 for each additional 10 minute block. May apply modifiers from diagnosis spells.
Cure Disease

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and living receptacle for the disease to go into)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to heal the damage caused by a disease AND kill the disease. Requires a source of living tissue (1hp per 3hp healed). The caster can restore hit points according to the level they are casting at for each continuous 10 minute block of time they spend casting. (Lvl1 1d4, lvl2 1d6, lvl3 1d8, lvl4 1d10, lvl5 1d12, lvl6 1d20). Caster must make a DC5 Medicine check that goes up by 5 for each additional 10 minute block. May apply modifiers from diagnosis spells.
Dispel Magic

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and Arcana proficiency)
Duration: Concentration
Notes: Ritual only. This spell allows the caster to attempt to dispel magic cast upon a living creature. Caster must make a DC15 Arcana check to dispel the magic. DC goes down by 5 for each additional 10 minute block the caster spends attempting to dispel magic. Caster must make a DC5 Int check that goes up by 5 for each additional 10 minute block of casting. The longer the caster maintains this spell they more they learn about the magic afflicting the creature.
Sleep of the Dead

Level: 1
Casting Time: Minimum 10 minutes
Range: Touch
Components: V,S,M (magic circle and a soporific potion)
Duration: 1 hour
Notes: Ritual only. This magic spell amplifies the effects of a soporific potion and puts the patient into a coma with a very low metabolic state, slows poison, slows bleeding, allows surgery to be performed.
Calm Emotions

Level: 1
Casting Time: 10 minutes
Range: Touch
Components: V,S,M (magic circle and an anti-anxiety potion)
Duration: 1 hour
Notes: Ritual only. This spell is used to put a patient into a calm, but still conscious state. Allows the caster to add half their saving throw to the saving throw of the patient to counteract frightened.

Low level healing magic is meant to be used by the people that aren't professional clerics or spell-casters. As such it is meant to be under-powered in comparison to existing spells. Examples of this include:
-The ritual nature of all the spells makes them unsuitable for combat scenarios.
-The need, in some cases, for a source of life maintains a balance by ensuring that life given is life taken.
-The generally lower number of hit points that can be healed.
-The need for casting multiple spells to do one healing.

All of these balance items are also nice items of lore that add flavor to the game. The magic circle, for example, is not the spell of the same name, but a spell-focus that helps a low level magic user control such 'potent' magics. If your players bring their characters to an NPC healer you now have guidelines for what those NPCs might be capable of without having to jury-rig a full caster class for the NPC.
A selection of random ideas I haven't yet been able to integrate into the rest of the material.

Production of the drugs and other supplies. This is obviously going to fall into the realms of alchemy and herbalism. It feels easy to work with the herbalist tool kit to produce items that fall into this area. The alchemist supplies on the other hand seem very constrained. D&D has a real love-hate relationship with 'technology'. They embrace hand-crossbows and firearms and other tech while making it very magic-oriented. The alchemist artificer has a magic bag? I cannot begin to articulate exactly how much that rubs me the wrong way. Anyway I'm looking at working with the tool-sets rather than trying to build new classes or skills, but the low-level healers I'm talking about are clearly going to need people producing these supplies. And gathering them, which is a possible source of income/adventures for lower level characters.

Magic Boosting: This works both ways. Some non-magic tech might be used to help boost magical techniques. OR vice versa. For example there is a modeled nano-particle which DARPA is trying to produce that would allow soldiers to have enough oxygen in their blood to go 4 hours without having to breathe. It would be easy to see magic being used to produce a non-magical potion that has effects on the body comparable to magic.

'High-Tech': There are techniques that might be used for medical treatments but are beyond the technology of the setting, unless you consider magic as technology. Not everyone likes all the possible implications of that but it can be interesting in selective scenarios. Using magic as a substitute for tech a Medieval-Fantasy society, or portions of it, might be able to produce things like bacteriophages, advanced antibiotics, and gene therapies.

Weaponizing medical technology: There's probably enough material in here for a separate little post. As mentioned, the difference between a helpful drug and a harmful drug is largely the dose. But there's a lot of scope for putting some of this to uses other than healing. The Cure Physical Wounds spell contains the implication that practitioners are capable of taking HP away from living creatures. I kind of like having that option open for games, but the limitations on the spell prevent it from being a problem. The AHK is practically begging to be a torturers kit. IF you've got that sort of mind. Which I don't. I can definitely see a party wanting to use Dwale in a sponge to put sentries to sleep. Hypnotic drugs? I know someone is going to want to abuse those. Or start asking questions about hallucinogens. Someone is going to think about making Flaming Skin more liquid and spraying it in the eyes of those orcs. Those poor orcs. And that's basically a pepper spray. Which brings us to chemistry which brings up all sorts of goodies (baddies?) that can be manufactured/crafted using Medieval tech. Jellyfish venom sprays, smoke bombs, colored smoke bombs, poison smoke bombs, paralytics, and so on. Which I go into here (http://www.giantitp.com/forums/showthread.php?590687-Better-living-through-chemistry).

Maelynn
2019-06-23, 08:20 AM
I really like this project. I've been wanting to see if I can come up with a very skilled herbalist/alchemist healer NPC that has found a way around arcane/divine magic to heal people, much like in the Medieval times. An old lady in a small village who's been treating the villagers for years, from indigestion to broken bones and from flesh wounds to poisoning. The section on non-magical potions and salves, as well as naturally occuring drugs, is exactly what I eventually hoped to find. Only would've liked to see that list alphabetised, but that's something I can do myself.

The contents of the AHK are extensive and allow for creative use, should a PC carry a healer's kit and then wonder "what's in it and how can I use it outside of the boring 'you heal for x and/or stabilise target' purpose?". It also gives me an idea of what is needed to allow a PC its use, should they be in an environment where they are without their kit and have to MacGyver their way around it.


Flaming Skin - A salve that numbs the skin, after it inflicts 1d4-1 points of radiant damage (leaving the skin brightly flushed) and conveys 1d8 temporary hit-points and resistance to fire, cold, and bludgeoning attacks.

The way this sentence is written, it implies that application causes the following order:

1: person applies salve
2: person takes 1d4-1 radiant damage
3: person gains(?) (to convey means to transport, to bring, to move from one place to another - so unsure from what to what the temp hp are conveyed) 1d8 temp hp as well as resistances mentioned
4: person's skin is numbed

Could you please clarify this a bit?

jjordan
2019-06-23, 09:25 AM
The way this sentence is written, it implies that application causes the following order:

1: person applies salve
2: person takes 1d4-1 radiant damage
3: person gains(?) (to convey means to transport, to bring, to move from one place to another - so unsure from what to what the temp hp are conveyed) 1d8 temp hp as well as resistances mentioned
4: person's skin is numbed

Could you please clarify this a bit?
You've got it right. This is based mostly on the action of capsaicin and modern pain relief creams, the mechanism is just dialed up to 11. The cream/salve is smeared on the body. The patient takes 1d4-1 points of damage due to the pain caused by the salve which is similar to a sunburn. After that their skin is much less sensitive to pain (numbed) which means they are resistant to the pain in general (the temp HP they get) and some types of pain in particular.

My goal was to create a tier of healing between 'slap a bandage on it' and 'the gods make it all better!'. And I wanted this to be balanced. So my ideas heal less than magic, more than simple bandages, and come with benefits and draw backs. There is also some setting specific lore behind these ideas that doesn't come through. My orcs make use of a variety of this cream as part of their war paint, for example.

Thanks for commenting.

Maelynn
2019-06-23, 01:10 PM
You've got it right. This is based mostly on the action of capsaicin and modern pain relief creams, the mechanism is just dialed up to 11. The cream/salve is smeared on the body. The patient takes 1d4-1 points of damage due to the pain caused by the salve which is similar to a sunburn. After that their skin is much less sensitive to pain (numbed) which means they are resistant to the pain in general (the temp HP they get) and some types of pain in particular.

Ah okay, that isn't what I understood from the way it's worded. More like, first 1 happens, then 2, then 3, and lastly 4, all in succession. Which makes it look strange, because 'numb skin' then lacks a description and looks weird coming after 3. Thanks for clearing it up, now it makes sense. :)