Healing

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In Eire, the spells Minor Healing and Major Healing are unavailable. A Healer is someone that knows the Transfer Wounds and Healing Slumber spells; which is common.

The other common form of healing is through hedge magic/potions/herbs. To heal someone you must:
  1. Find the herbs - make a Naturalist skill roll. The amount you make the roll by is the strength of the herbs you found. The herb strength fades at the rate of one pt / 2 hours.

    Growing the herb - It is difficult to grow, but many a hedge mage will have some in his/her garden. To grow the herb, make an Agronomy-3 skill roll every month. Use this roll for the herb strength. One patch (Agronomy roll) produces 5 doses.

  2. Create a tea - make a skill roll against any one of:
    • Naturalist - 3
    • First Aid - 2
    • Alchemy - 2
    • IQ + Magery - 2
    A critical success means it heals twice (or more) as much damage.
    A successful roll mean the tea works well.
    A failed roll means it does no healing but still infuses the body.
    A criticla failure mean it inflicts damage instead of healing.
  3. Drink the tea - The tea will heal 1 HT for every 2 pts of tea herb strength. This healing will take place over a 6 hour period. Additional doses only extend the healing period (delay the time till you can administer another dose). The recipient must also eat regularly for the tea to work. A missed meal will cause the tea to have no effect.
Foraging
terrain hrs mod
forest 1 +2
bog/swamp 2 -2
fields 1 +0
mountains/hills 2 +1


08 May 2001 - created