Healing and The One Power

Channelers draw their power from the True Source and weaving it can be incredibly complex. Weaves that involve repairing damage to the body are particularly difficult repeated use of these weaves can cause great strain on the healed and the healer.

Casting healing weaves in the Wheel of Time is a risky proposition that is not to be undertake lightly both the weaver and the subject are at risk each time the One Power is drawn upon to repair the body, and the risk involved can be at some times seriously debilitating. Even a successful casting of a heal weave takes its toll on the channeler. To reflect this GM’s are encouraged to uses these optional rules for healing.

The risks and triggers for each depend on a number of variables outlined below. All of the modifiers are cumulative. If a roll on the table below is required, the channeler’s healing weave still works (unless the table results indicate otherwise). Once the number of points healed is determined, a roll must be made on the appropriate table. Some channeler results will also affect the subject of the weave and vice versa; in an extremely bad situation, both characters involved can even be killed.

WEAVES CAST IN A DAY:

A channeler may–as long as none of the other complications apply–safely cast a number of healing weaves–marked with an * under the Healing Talent–per day equal to their Wisdom modifier + ½ channeler level. This number doubles if you have the Healing Talent.

Once the channeler surpasses the limit they must roll 1d6 and consult the result on Table 7-1. Additional the subject of the weave must roll 1d6 and compare the result to Table 7-2.

COMPLICATIONS TO HEALING:

The following are complications to the normal healing process and require a roll from both the healer and the subject being healed on Table 7-1 and 7-2. If one or more conditions apply their modifiers are added to a single roll. If a complication has no listed modifier it adds +1 to the roll.

First it should be noted that there are some ways to reduce the complications.

If you “take 10” (take 10 times as long to cast the same weave) when casting a healing weave you subtract 1 from the total roll before referencing the chart as a result.

Possessing the Healing Talent also subtracts 1 from the total roll.

If an angreal or sa’angreal is used–linking counts as an angreal for this purpose–you may subtract its rating from the amount rolled on the two tables, Callindor does not receive this benefit unless used in circle of at least three people.

The last method for reducing the penalties it to cast the weave using the Casting Level -1 option if it exists in the weave this changes the damage healed into subdual and applies a -10 modifier to rolls made on the tables.

These subtract from both the channeler and subject’s rolls.

Following are the complications that can result in a negative impact on the channeler and subject:

Rapid Healing: In the middle of a stressful situation it may not always be possible to assess what exactly is wrong with the subject. If you do not use the delve weave and make a DC 20 Heal check, requiring at least a minute of examination, the channeler and subject may suffer backlash. The channeler rolls 1d6 on Table 7-1 with no additional modifier while the subject rolls on Table 7-2 with a +2 modifier. If the subject is injured again you must perform another Heal check or use the delve weave.

Untrained Healing: You cannot properly heal the body without knowing how it works at least slightly. If you do not have at least 1 rank in the Heal skill you must roll on Table 7-1 and your subject must roll on table 7-2 both with a +1 modifier.

Overchanneling: If you over channel to heal a subject add half the level of the weave slot used to heal the subject to the rolls on Table 7-1 and Table 7-2 (minimum 1).

Healing While Fatigued: If you are fatigued, or have less current hit points than ½ your total your rolls on Table 7-1 and 7-2 receive a +1 modifier. If you are exhausted, or have less current hit points than ¼ your total your rolls on Table 7-1 and 7-2 receive a +2 modifier.

Healing the Same Subject: If you attempt to use a healing weave on a creature that has already been subject to a Healing weave at least once before on that day roll on Table 7-2. Apply a +1 modifier for each time they have been affected by a healing weave after the first.

Subject is Critically Injured: When attempting to heal a creature that has 0 or fewer hit points you must roll on table 7-2 with a modifier equal to the number of negative hit points the subject has. This may be countered with a Heal check (DC 25 + |negative hit points|) this Heal check requires 1 full-round action to make, and does not remove the rapid healing complication.

Afflicted with a Supernatural Disease: If subject has a disease is that is created by the One Power or something unnatural then both channeler and subject must roll on Table 7-1 and 7-2 with a +2 modifier.

Table 7-1: Pain of Healing
1d6 Result
1 Exhausted
2 Exhausted
3 Nauseated
4 Nauseated
5 Minor Drain
6 Major Drain
7 Drained
8 Subdual wound
9 Gaping Wounds
10+ Power Backlash
Table 7-1: Pain of being Healing
1d6 Result
1 Fatigued
2 Fatigued
3 Exhausted
4 Nauseated
5 Vicious Pain
6 Vicious Pain
7 Suffocation
8 Open Wounds
9 Horrible Burning
10+ Infestation

Any roll that results in 0 or less has no effect.

Drained: The channeler is drained of all remaining weave slots for the day. In addition they must make a Fortitude save (DC 20) or take 3d6 points of subdual damage and suffer from the fatigued effect as well.

Exhausted: The character is exhausted as per the Pathfinder RPG: Core Rulebook.

Fatigued: The character is fatigued as per the Pathfinder RPG: Core Rulebook.

Gaping Wounds: As subdual wounds but the damage is not subdual, the wounds open visibly and the channeler loses a number of hit points equal to the amount healed. The channeler can halve the damage with a successful Fortitude save (DC 15+ weave level), succeeding on this save also halves the healing to the subject. This is in addition to the effects of subdual wounds.

Horrible Burning: The healing weave has no effect. Instead, a burst of the One Power course through both the subject and channeler’s veins. Both suffer an 3d6 points of damage and must make a Fortitude save versus the channeler’s weave DC or lose 1 point of Charisma permanently due to the scarring of the One Power.

Infestation: The subject’s body rejects the healing in such a way that although the weave appears to work he contracts a horrible disease. For a number of days equal to the channeler’s level the subject suffers from this sickening torture. Losing 2d6 hit points and losing 1 point of Constitution and Strength per day (which will not heal normally until the disease is gone). At the end of the infestation there is a cumulative 5% chance per point of Constitution lost (assuming the subject is still alive) that the ability drain is permanent.

Major Drain: The weave functions as normal but the channeler loses all remaining weaves slots of the same level. If they have no weave slots remaining at the correct level they lose all weave slots from the next highest level. If they have no higher weave slots available to lose they suffer 3d6 points of damage.

Minor Drain: The weave functions as normal but the channeler loses one remaining weaves slot of the same level. If they have no weave slots remaining at the correct level they lose one weave slot from the next lower level. If they have no lower weave slots available to lose they suffer 3d6 points of damage.

Open Wounds: The victim’s wounds re-open and soon as they are sealed shut, inflicting 1d6 points of damage. The wounds remain open and bleed heavily for a number of rounds equal to the level of the weave cast (minimum 1). A character may make a Heal check (DC equal to the number of points healed)as a full round action to stop the bleeding. If the bleeding is not stopped the subject takes 1d6 points of damage each round the wounds remain open. When these wounds heal, whether naturally or magically, they leave permanent scarring.

Power Backlash: The channeler is immediately staggered (Pathfinder RPG: Core Rulebook). Additionally the channeler must succeed on a Will save (DC 15 + channeler’s HD) or lose 1d4 points of Wisdom permanently and be unable to channel for one week. If the save is made then the channeler suffers 1d6 points of Temporary Wisdom loss and cannot channel for 48 hours.

Subdual Wounds: The channeler’s body becomes racked with pain immediately after casting the weave, inflicting 2d6 points of subdual damage. The channeler must make a Fortitude save (DC equal to the amount healed) or take 1 point of subdual damage for a number of rounds equal to level of the weave cast (minimum 1).

Suffocation: The air is immediately ripped from the lungs of the subjects lungs. For a number of rounds equal to the number of points healed, the subject is without air and must hold his breath (as per Pathfinder RPG: Core Rulebook). It is possible for the subject to die from the air loss. The channeler must succeed on a Fortitude save (DC 15) or suffer the same fate.

Vicious Pain: The healing has no effect and the subject suffers 3d6 points of damage. The channeler must make a Will Save (DC 15) or permanently lose 1 point of Charisma.

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Healing and The One Power

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