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game_systems:combat:health [2026/04/06 21:49] – [Hit Points] vondorgame_systems:combat:health [2026/08/28 18:01] (current) – [Permanent Injuries] vondor
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 All characters possess a number of **Wound Points** for each part of their body. The Head, Legs, and Arms are all referred to as **Limbs**, and the Body possesses its own separate Wound pool as well. An attacker may target a specific Limb by taking a -4 penalty on their attack roll. An attack that is not specifically targeted affects the body (this includes damage-dealing effects without an attack roll involved, such as a [[priority:magic:spells:tier3:elemental_blast|Fireball]]). If a character reaches -1 or fewer Wound points on a limb or body they gain the Dying condition  All characters possess a number of **Wound Points** for each part of their body. The Head, Legs, and Arms are all referred to as **Limbs**, and the Body possesses its own separate Wound pool as well. An attacker may target a specific Limb by taking a -4 penalty on their attack roll. An attack that is not specifically targeted affects the body (this includes damage-dealing effects without an attack roll involved, such as a [[priority:magic:spells:tier3:elemental_blast|Fireball]]). If a character reaches -1 or fewer Wound points on a limb or body they gain the Dying condition 
  
-Wounds may only be restored through specific means. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways:+Wounds may only be restored through specific means or by time. If you get a full nights rest you restore your HD in Wounds each day. Unlike Hitpoints, which are typically healed through all kinds of methods such as Cure spells, Wounds may only be restored in following ways:
  
-  * **Surgery:** This is the way nonmagical folk handle their injuries. To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the [[priority:skills:heal|Heal]] DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice. Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.+  * **Surgery:** This is the way nonmagical folk handle their injuries. To perform surgery, you must roll a [[priority:skills:heal|Heal]] check against a DC as shown in the table below, and use a [[equipment:tools_and_kits#healer_s_kit|Surgery Kit]]. Surgery takes 5 hours of work, though this takes 1 less hour for every 5 by which you exceed the [[priority:skills:heal|Heal]] DC. Performing surgery successfully restores Wounds equal to 2x the creature's Hit Dice (minimum 1). Typically, surgery must be performed by another creature, but the injured creature may perform surgery on themselves by adding 10 to the [[priority:skills:heal|Heal]] check DC.
  
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
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-  * **Magic:** [[priority:magic:spells:tier4:cure_critical_wounds|Cure Critical Wounds]] provides a **one-off** 2d8 restoration of the creatures wounds. This special use of the spell takes 1 hour to cast, and may only be used once per full recovery, meaning that until a creature's Wounds are fully restored, they may not benefit from this spell a second time during their recovery period. +  * **Magic:** [[priority:magic:spells:tier4:cure_critical_wounds|Cure Critical Wounds]] provides a **one-off** 2d8 restoration of the creatures wounds. This special use of the spell takes 1 hour to cast, and may only be used once per full recovery, meaning that until a creature's Wounds are fully restored, they may not benefit from this spell a second time during their recovery period.  
-  * **Rest:** Plain old rest is a way to naturally recover Wound damage. For every 8 hours which you rest in bed and do absolutely nothing else, you restore Wounds equal to your Hit Die.+    * Additionally, the [[priority:magic:spells:tier8:regenerate|Regenerate]] spell acts as a more powerful magical means of restoring Wounds. As with [[priority:magic:spells:tier4:cure_critical_wounds|Cure Critical Wounds]], a character may only benefit from this spell once per full restoration of their injuries. 
 +  * **Rest:** Plain old rest is a way to naturally recover Wound damage. For every 8 hours which you rest in bed and do absolutely nothing else, you restore Wounds equal to your Hit Die (minimum 1).
  
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 ====Permanent Injuries==== ====Permanent Injuries====
  
-When a character receives a permanent injury there is no way to heal it outside of spending magical or mundane resources and time. This requires a[[priority:skills:heal|Heal]]Check DC 25 and a week of effort (Only an hour each day). However keep track of all Permanent Injuries a character receives, as each one (regardless if its been healed or not) increases the DC by 5. Some injuries are more difficult to heal or require special procedures or parts. Each injury will list the average TU required to mend.+If a character would Die from Wound damage, instead they may choose to gain a permanent injury. This restores the limb to -1 Wounds as well 
 +  
 +When a character receives a permanent injury there is no way to heal it outside of spending magical or mundane resources and time. This requires a[[priority:skills:heal|Heal]] Check DC 25 and a week of effort (Only an hour each day). However keep track of all Permanent Injuries a character receives, as each one (regardless if its been healed or not) increases the DC by 5. Some injuries are more difficult to heal or require special procedures or parts. Each injury will list the average TU required to mend.
  
 When a character receives a Permanent Injury roll a d4 for the respective limb hit. When a character receives a Permanent Injury roll a d4 for the respective limb hit.