*** Healing Damage ***
There are four categories of damage: Strain, Stun Damage, Normal Damage, and Blood Damage.
A creature must be at zero Strain, Normal Damage, and Stun Damage before Blood Damage can be healed; Strain, Stun Damage, and Normal Damage can be healed in any order. Blood Damage can only be healed once the source of the damage is removed or nullified (e.g., Blood Damage caused by the insertion of a Blood Charm cannot be healed until the Blood Charm is physically removed from the creature or it is spent and the magical effect cancelled).
--- Recovery Tests ---
RTs are the primary way for healing damage. The following rules apply to when a RT can be used; these rules always apply unless special circumstance or spell/ability says others.
1) A RT uses a RP. A creature without a RP cannot perform a RT.
2) Creaturea must wait at least one hour after combat or other strenuous activity before performing a RT.
3) Creaturea must wait at least one hour between RT.
4) The creature must spend one minute without engaging in physical activity or taking damage to roll a RT.
The base step for a RT is the creature's Toughness step. Some spells, items, Talents, and abilities provide bonuses to this step. The result of the step, less the creature's count of untreated wounds, determines the number of damage healed. For example, a creature with 3 wounds rolls a 16 on a Step 13 RT; the creature would heal 13 damage (16 - 3).
~~~ Improving Recovery Tests ~~~
A number of options are available for improving RT effectiveness. In general, these provide a bonus to the step of the next RT. The following is a list of common improvement options provided by the Player's Guide.
1) Potions (a type of Healing Aid): Both Booster Potions and Healing Potions provide a +8 bonus to the next RT taken within 24 hours.
Only one potion can be applied per RT (so, if a creature drinks a Booster Potion and a Healing Potion, or two Booster Potions, the next RT receives only a single +8 bonus from one potion, and the second potion remains in the creature's system for the next RT). See Player's Guide, pg 423 for more information.
2) Physician Skill: Provides +RANK bonus to the next RT taken. See Player's Guide, pg 198 for more information.
3) Heat Food (Circle 1 Elementalist spell): Provides bonus to next RT taken. See Player's Guide, pg 273 for more information.
4) Air Mattress (Circle 2 Elementalist spell): Provides bonus to special Morning RT (described below), as well as other benefits. See Player's Guide, pg 275 for more information.
5) Friendly Darkness (Circle 6 Nethermancer spell): Can provide bonus to RT taken while spell is in effect. See Player's Guide, pg 335 for more information.
6) Dwarf Mining Rations: Provides +1 bonus to first RT of the following day when these are the ONLY food source used for a whole day. See Player's Guide, pg 335 for more information.
7) Bone Charm: Blood Charm that provides +1 bonus to all RT. See Player's Guide, pg 416 for more information.
8) Healing Kit: Provides +1 bonus to next RT taken. See Player's Guide, pg 425 for more information.
9) Karma: Some Disciplines provides the Karma ability "The adept may spend a Karma Point on Recovery tests."
~~~ Special Recovery Test: Morning ~~~
After a full night's rest, a creatures with any amount of damage AUTOMATICALLY and IMMEDIATELY makes a RT upon waking (unless they somehow did not recovery RP or are otherwise at zero RP). Creatures cannot choose not to perform this RT nor to defer this RT until later. This RT can still benefit from improvements performed before the creature went to sleep.
[OPTIONAL RULE] When a creature would perform its special Morning RT, all Strain damage and/or all Stun damage is immediately healed. This healing does not require a RT, nor does it use a RP. If the creature is left with no damage after this affect occurs, it does not make the special Morning RT.
~~~ Special Recovery Test: Regaining Consciousness ~~~
After one minute (10 turns) or more of unconsciousness, a creature can choose to make a RT in an attempt to regain consciousness. The creature must have a RP available (as normal). If the results of the RT lower the damage below the creature's Unconciousness rating, the creature immediately regains consciousness and may act on the following turn. This RT can still benefit from improvements performed before the creature lost consciousness or from improvements administered while the creature is unconscious
(unconscious creatures can be administered potions). If the creature fails to regain consciousness, the creature must wait at least one hour before its next RT (as normal).
~~~ Special Recovery Test: Waking Unconscious Creatures ~~~
Before an unconscious creature meet the time requirement to perform the special Regaining Consciousness RT, another creature may spend a Standard Action shaking the creature in an attempt to roust them. The unconscious creature may then perform the special Regaining Consciousness RT on their next turn as though the full time requirement is met.
~~~ Special Recovert Test: Stun Damage ~~~
If a creature has taken Stun Damage since their last RT, the creature can opt to use their next RT as a special Stun Damage RT. This RT receives a bonus equal to the creature's Willpower Step. This bonus is on top of any other bonuses for that RT. However, the results of this test can only be used to heal Stun Damage; if more damage would be healed beyond what the creature has in Stun Damage, no additional Strain, Normal Damage, or Blood Damage is healed. See Player's Guide, pg 384 for more information.
--- Mid-Combat Healing ---
As described previously, RT cannot be performed during combat under normal circumstances. Alternate means are required to heal during combat or to bypass the RT condition preventing use during combat. The following is a list of common mid-combat healing options provided by the Player's Guide. Untreated wounds reduce the final result of an RT test (as normal).
1) Fireblood Talent: Use an RP to provide healing but does not perform a RT. As a result, options listed in the "Improving Recovery Tests" above do not apply. Talent clarification:
(a) can only be used when an enemy is present in the combat (i.e., cannot be activated in mock-combat with allies where there is clear intent not to truly injure the opponent). See Player's Guide, pg 146 for more information.
2) Blood Share: Transfers damage between creatures without using RT or RP. See Player's Guide, pg 132 for more information.
3) Elemental Spear [Water] (Circle 4 Elementalist spell): Allows target to perform RT with spell-provided bonuses.
Except for Karma, options listed in the "Improving Recovery Tests" above do not apply (1). Spell clarification: (a) ignore the Effect information at the beginning of the generic spell description; (b) additional extra thread option specific to Water element is "+2 RT bonus"; (c) additional extra success option specific to Water element is "+2 RT bonus"; (d) external effects that add a bonus to spell Effect apply. See Player's Guide, pg 281 for more information. Also, see Mataxes post for official clarification on this spell described here (
http://www.fasagames.com/forum/viewtopi ... 9&start=10).
4) Grove Renewal (Circle 5 Elementalist spell): Uses a RP to provide healing over time but does not perform a RT. Elementalist can provide the RP rather than the target. Spell clarification: (a) an RP is required for each target, provided by either that target or the Elementalist. See Player's Guide, pg 282 for more information.
5) Vital Springs (Circle 8 Elementalist spell): Allows target to perform RT with spell-provided bonuses.
Except for Karma, options listed in the "Improving Recovery Tests" above do not apply (1). Elementalist can provide the RP rather than the target. Spell clarification: (a) an RP is required for each target, provided by either that target or the Elementalist. See Player's Guide, pg 293 for more information.
6) Recovery (Circle 6 Nethermancer spell): Allows target to perform RT with spell-provided bonuses.
Except for Karma, options listed in the "Improving Recovery Tests" above do not apply (1). See Player's Guide, pg 335 for more information.
SPECIAL NOTE:
Healing Potion cannot be used mid-combat for its special RT effect (2). A Healing Potion consumed during battle provides its standard bonus to the next RT, but it does immediately heal a wound.
--- Out of Combat Non-Rested Healing ---
Some Talents, spells, items, and abilities exist that enable healing without meeting the time constraints before and between RT described in the "Recovery Tests" section. The following is a list of common healing options provided by the Player's Guide that bypass these time constraints. Untreated wounds reduce the final result of an RT test (as normal).
1) Except for Fireblood, all options described in the "Mid-Combat Healing" section above can be used for this purpose.
2) Healing Potion:
A creature can consume a Healing Potion outside of combat and opt to receive an immediate Step 8 RT rather than receive a +8 bonus to their next RT (2). This Step 8 RT does not use a RP. However, this is a flat Step 8 RT: it does not follow the regular Step calculation for a RT (which is Toughness Step + bonus), and it cannot be further improved by any means other than Karma (via the Karma ability "The adept may spend a Karma Point on Recovery tests").
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(1) These spells only say that healing aids can't be used. This explicitly only refers to potions in this case. I felt that the spirit should extend to all bonuses except Karma, which kind of outranks everything.
(2) RAW Healing Potions are super weird. Feels better to me to just allow that Step 8 RT as a general option rather than this odd edge condition. As for the combat thing, I just dislike the idea of downing potions mid-combat, doesn't feel right.