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healing magic

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Healing Magic is most commonly used to restore health and treat injuries, though it also has a darker side. Practitioners can assess wounds, relieve pain, and aid recovery through both magic and their knowledge of herbs, remedies, and potions.​​​​

hEALINGS magic OOC

This particular type of magic in a roleplay setting requires notecards to hand out to players when a using a potion or healing remedy is used. 

Notecard Information 

Name of the Potion:

Ingredients used (if any):

How long does it last?

What does the potion do?​

Players need OOC consent to heal other players. (not all players want to be healed right away)  You can choose to roll a dice to see how magic works. The player being healed determines the amount of healing done. (Dice can be used for this part as well) 

HEALING MAGIC ON THIS PAGE

Below you will find the Specialty Skills for the HEALING Witch. Once you have activated your magic, you will be able to do any of the speciality skills plus the skills that are written on the Healing Path. Players can choose to do this path or request the spells OOC from Morrigan.  Players are not limited to the skills on this page. Players may develop their own rituals and spells within Healing magic. Players will also be able to share their spells and skills. If you have any questions concerning magic in Sovereign's Rest reach out to an admin or the Veiled Sovereign.

 

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healers skills

  Knowledge

Healing witches possess knowledge of anatomy, injuries, illnesses, and herbal remedies. They understand how the body functions, how wounds heal, the effects of medicines and poisons, and the risks that come with using healing magic to alter the natural recovery process.

Herbal and plant knowledge

Typical Tools  

Poultices

First aid materials 

herbs

Types of Healing

  • Healing Hands

  • Diagnostic Magic

  • Herbal Remedies

  • Potion Making

  • Pain Relief

  • Mental Calming Magic

HERBAL REMEDIES AND POTIONS

The poultices and potions will increase the rate of healing 2x when magic is added to them by any witch over a non-witch.  If the potion is for healing and infused with magic from a Healer Witch, it increases the healing amount by 3x. 

Specialty Skills

Bone Mend

Hands on Healing. 

Diagnostics

The ability to see inside a person to see what is wrong (human x-ray)

Alleviations

A magic user can channel their power to temporarily ease a person’s pain or suppress physical symptoms.

HEALING SPECIALITY skills

The following skills are for the Witch that has chosen Healing as strongest Magic.

light magic healing specialty Skills

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DIAGNOSTICS

The healer hovers their hands over a person to sense injuries, detecting issues such as broken bones, internal bleeding, or physical strain to help determine treatment.

Limits:

  • Provides an intuitive reading, not a perfect diagnosis.

  • Accuracy depends on the healer's focus, experience, and anatomical knowledge.

  • Complex injuries may produce vague or incomplete results.

  • Should be used as a guide for treatment, not an infallible medical scan.

Diagnostics
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ALLEVIATIONS

The healer channels magic to temporarily suppress pain and physical symptoms, providing comfort and stability while proper treatment is sought.

Limits:

  • Does not heal injuries, cure illness, or stop poison.

  • May create a false sense of recovery.

  • Can mask the true severity of an injury.

  • Delaying treatment may worsen the condition.

  • Effects last up to 1 hour (4 post rounds). When the spell ends, symptoms and pain may return stronger if the underlying issue remains untreated.

Alleviations
Bone Mend
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BONE MEND

The healer channels magic into a fractured or broken bone, helping it realign, stabilize, and heal faster while reducing pain.

Limits:

  • Not an instant cure; severe breaks may require multiple treatments and recovery time.

  • Cannot regrow missing bone or restore amputated limbs.

  • Improper use may cause bones to heal incorrectly.

  • Rest and proper care are still required for full recovery.

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DARK magic healing specialty Skills

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Flesh Bind

The healer forcibly seals wounds by binding flesh together through magic, stopping bleeding and preventing further injury. The wound closes quickly, but always leaves a scar and may heal imperfectly.

Limits:

  • Can close open wounds and stabilize damaged tissue.

  • Cannot restore lost limbs, repair severe internal injuries, or revive dead tissue.

  • Wounds may heal incorrectly, causing stiffness, numbness, or other lasting complications.

  • The process is extremely painful and may cause the patient to pass out.

  • Improper healing may lead to infection, requiring further treatment.

Cost (Choose 1):

  • The caster suffers pain and stiffness with repeated use.

  • The caster gains a matching scar to the patient's wound.

  • Repeated use dulls the caster's sensitivity to pain.

  • If infection develops, the caster experiences the same fever and pain until it is treated.

Flesh Bind
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Blood Reading 

The healer forcibly probes a person's body with magic, revealing injuries through flashes of pain, instinct, or intrusive visions. This method can uncover hidden wounds but is often uncomfortable for the patient.

Limits:

  • Causes discomfort or pain to the target.

  • Information may appear as fragmented flashes rather than clear answers.

  • Requires anatomical knowledge to interpret correctly.

  • Overuse can strain both the caster and the patient.

Cost (Choose 1):

  • The caster experiences brief echoes of the patient's injuries in their own body.

  • The caster suffers headaches, disorientation, or mental strain from overwhelming information.

  • Repeated use may blur the line between the caster's body and others, causing confusion or misinterpretation.

Blood Reading
(Dark Diagnostics)
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Blood Reading 

Pain Transfer – The healer removes a person's pain by drawing it into themselves or transferring it to another source. The target gains temporary relief, but the pain is displaced rather than healed.

Limits:

  • Does not heal injuries, cure illness, or slow poison.

  • The transferred pain must be carried by the caster or another target.

  • The patient may ignore serious injuries due to reduced pain.

  • Prolonged use can overwhelm the caster or harm the recipient of the pain.

Cost (Choose 1):

  • The caster experiences the full pain taken from the target.

  • Residual pain lingers in the caster for up to a day.

  • The pain may be transferred to another target (OOC consent required), creating potential harm or moral consequences.

Dark Alleviation

Specialty charms and Potions

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Tongues of Echoes Charm –

This charm allows fantasy animals, shifters, and weres in animal form to project their thoughts as spoken words, enabling communication with those around them. The voice heard matches the creature's natural or humanoid voice.

Limits:

  • Strong emotions may make speech distorted, fragmented, or incoherent.

  • The user cannot choose who hears their thoughts.

  • Does not increase intelligence, reasoning, or self-control.

  • Fully feral creatures remain feral; they gain a voice, not rational thought.

  • Does not work on natural animals.

  • The charm does not change personality, instincts, or behavior.

  • Must be recharged once per month.

Roleplay Notes:

  • Thoughts should be posted as spoken dialogue.

  • Original lore limitations for the creature still apply.

  • Intended to aid communication between creatures and those outside their race.

Tongue of Echoes Charm

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 THE MOONLIGHT CHARM

Allows a Shifter or Were to resist the forced transformation brought on by the full moon. While wearing the charm, the creature is able to maintain control and avoid shifting against their will.

The charm is most commonly crafted as a piece of jewelry and must remain in direct contact with the wearer’s skin in order to function properly.

After each full moon, the charm loses its stored power and must be recharged before it can be used again.

Only members of the Magister's Coven possess the knowledge required to create or recharge these charms

Moonlight Charm

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potential jobs for healers

THE LIGHT SIDE OF  JOBS

  • Village Healing Center - the healing center is in the heart of the village and the only Healing center on the island. People from all regions come here if they are in need of healing magic 

  • Village Apothecary 

  • Village Herbal Store

  • Personal Healer to a Regent - The veiled Sovereign may send a few Morveth to live and work in the different regions. They are under the direct call of the Regents. 

  • Tournament Healers - Morveth that attend the Tournaments and are on hand to help the falling fighters.

THE DARK SIDE OF  JOBS

  • Interagator Aid- Help other Morveth in interrogating a person or persons who have broken the law. 

  • Village Apothecary - specializes in poisons  *see potions and poisons page

  • Village Herbal Store - Specializes in the use of plants and herbs that are dangerous.

  • Crystal Drug Creator -  a special drug that can only be created by a Morveth that aids others but also is very addicting and has side effects  *See Drug Page coming soon

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dust

The dust is a special combination of crystals, herbs, and drawn energy that only Morveth has access to. This dust, when ingested, gives the magic user an extended boost of energy/magic. The dust increases your magical ability by 10%. 

What is it?

The dust is a drug that the Morveth make and have access too. 

A Morveth has to ingest the dust. This can be done by smoking, drinking, snorting, it is player's choice.  

 

Who can use it?

It can be used by any race on the island.  (+2 to a dice roll)

 

It increases the Primal Ability of each race for up to 3 post rounds.

Magic Users will get an extra 2 post rounds to use their magic

 LIMITS 

 

Highly Addictive (think junkie level if not used in moderation)

The more you use it, the more you want and need

Turns the tips of fingers, the color of the crystals used in making it from touching the dust.  (The more of it used the brighter the color. It only goes away after days of not using the drug. *Players choice in color, can either emote it, put it in profile or titler or actual find a visual for it. 

 

All Users regardless of Race will experience being intoxicated for a few hours after using it. (Eventually, you will crash hard) 

The adrenaline from the drug will last for a few hours after use. The person will appear  and act intoxicated

Acceptable Reactions:

Heightened emotions

Increased aggression or sexual behavior

It does impair your rational thinking and impulse control. 

Only Morrigan knows the recipe and has the ingredients to make this drug.  There is no other drug like it.  See a Morveth to get some.  

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types OF MAGIC

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All players, regardless of background, choose one of the following abilities to begin with. This is the ability your character is naturally strongest in.

Magic Users on Sovereign’s Rest is a learning-based roleplay system. Through roleplay and over-time players will get the chance to learn the other types of magic.  This is done to balance out Magical Abilities and for players to understand how the magic works here in Sovereign's Rest.

Click the tabs below to learn more about the different types of Magic.

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QUICK IDENTITY GUIDE

Healing - Potions and Healing Magic 

Hexing - Hexing and  emotional magic

Spiritual- Spirit communication, summoning, 

Divination- visions, prophecy

Warding -  magical protection

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magic menu

COMING SOON 

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