Magic Disciplines
While "Hexing" is listed on one of the tabs below, please note that it is not a separate discipline, but rather ties in to them by nature.
Magic and The Natural World
On Sovereign’s Rest, physical materials act as translators and conduits for magic rather than mere decorative fuel. Because magic cannot be willed out of thin air, a spellcaster must start with an item that naturally carries the physical property or meaning they want to achieve. The natural attribute of the object "tells" the magic what the practitioner intends to do, and the caster's energy then flows through that item to amplify its real-world effect.
For example, to relieve severe pain, a healer starts with something that naturally eases pain—like white willow bark—to establish the spell's intent, and then channels magic through it to double or triple its healing capability. The same principle applies across all disciplines: a spellcaster uses honey for its natural antibacterial properties to speed up recovery, salt and obsidian to translate intent into protective wards against hexes, or spirit boards and colored candles to translate abstract spiritual energy into clear visions and emotional anchors. Because components function as the necessary bridge between intent and reality, practitioners must research real-world materials; using an item that doesn't naturally translate the intended goal causes the spell to fail completely.
Healing
Healers are dedicated to preserving life and supporting every facet of a person or creature's health, bridging the gap between physical, biological, and mental care. Their craft spans everything from diagnosing and treating illnesses like common colds or severe pneumonia to providing acute pain relief and managing trauma. They also oversee complex biological functions, effortlessly creating fertility potions, formulating birth control remedies, or helping a mother produce milk. Grounded in both herbalism and magic, Healers extend their work into the mind, soothing psychological distress by easing insomnia, quelling nightmares, and restoring peace of mind
Core Mechanics & OOC Rules
In a roleplay setting, this type of magic requires high levels of cooperation and communication between players. Like with all medical roleplay, do IM the injured/ill person first and discuss the illness or injury - do not metagame what it is, or godmode the severity of the illness or injury.
Notecard Requirement: Whenever a potion or healing remedy is used, the healer must provide a notecard to the recipient containing the following:
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Name of the Potion
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Ingredients used (if any)
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Duration (how long it lasts)
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Effect (what the potion does)
OOC Consent: Healers require explicit OOC consent before attempting to heal another player, as some may prefer their characters to remain injured for narrative purposes.
Outcome Control: The player being healed always determines the ultimate effectiveness and the amount of healing their character receives.
Dice Use: Players may choose to roll dice to determine how the magic functions or to resolve the extent of the healing.


Knowledge, Tools & Ingredients
Healer Witches are expected to possess significant OOC knowledge regarding the medical and natural sciences relevant to their craft.
Required Knowledge: Healers understand anatomy, injuries, illnesses, and herbal remedies. They have a working knowledge of how the body functions, how wounds heal naturally, the specific effects of both medicines and poisons, and the risks involved in using magic to alter the natural recovery process.
Herbalism: A deep understanding of plant and herbal properties is essential.
Typical Tools: Healers utilize poultices, herbs, and various first-aid materials in their daily practice.


Types of Healing & Multipliers
Practitioners can specialize in several forms of restoration, often utilizing physical components to boost their arcane efforts. Types of Healing Include:
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Healing Hands
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Diagnostic Magic
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Herbal Remedies
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Potion Making
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Pain Relief
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Mental Calming Magic
The use of physical medicine is significantly enhanced by the presence of magic.
Standard Magic User: When any witch adds magic to a potion or poultice, it increases the rate of healing by 2x compared to a non-witch.
Healer Witch: If a healing potion is infused with magic by a specialized Healer Witch, the healing amount is increased by 3x.
Specialty Skills
Wound Closure
The healer channels magic into an open wound, encouraging damaged tissue to close and stabilize. This is primarily used to stop bleeding and seal cuts, lacerations, and similar external injuries.
How it Works: The healer must be able to see and reach the wound. The magic encourages existing tissue to knit together rather than instantly regenerating it.
Limitations:
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Does not instantly heal severe or deep wounds; these may require multiple treatments.
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Cannot replace missing tissue, regrow body parts, or treat internal injuries.
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The wound must still be cleaned and properly cared for after treatment.
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Does not remove poison, infection, or foreign objects from a wound.
Diagnostics
The healer channels magic through their hands to sense what is happening inside a person's body. This allows them to detect injuries and physical problems such as broken bones, internal bleeding, or illnesses.
How it Works: The healer hovers their hands over the person, focusing their magic on the body to provide an intuitive sense of the patient's injuries and determine the necessary treatment.
Limitations:
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Provides an intuitive reading rather than a perfect diagnosis or an infallible medical scan.
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Accuracy depends on the healer's focus, experience, and anatomical knowledge.
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Complex or hidden injuries or illnesses may produce vague or incomplete results.
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Cannot cure or repair injuries on its own; it should only be used as a guide for treatment.
Alleviation
The healer channels magic into a person's body to temporarily suppress pain and physical discomfort. This allows an injured or ill person to remain calm and comfortable while proper treatment is being provided.
How it Works: The healer places their hands on or near the affected person and channels calming magic through their body to dull pain and reduce physical symptoms.
Limitations:
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Does not heal injuries, cure illness, or remove poison.
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May mask the severity of an injury or create a false sense of recovery, which may allow an underlying condition to worsen if treatment is delayed.
Duration: Effects last up to 1 hour (4 post rounds).
When the effect ends, the original pain and symptoms may return.












