### Healing In Combat For more detailed information on healing, such as healing a dismembered limb, broken bone, or other serious injury, refer to [[Healing Serious Damage]]. This section deals with healing small wounds that occur during combat. #### [[Health Injector]], Magical Healing and First Aid. Taking a bullet wound or laser blast is never a pleasant experience, but when you're in the middle of combat sometimes one needs to power through the pain and keep fighting. In such circumstances technologies have been developed to allow small scratches, minor bullet wounds, or light laser burns, these include: Health Injectors, magical healing, and first aid. **Each of these are assumed to be quick, short term, treatments taking one action in combat.** - Health Injector - Health injectors are fast and easy ways to heal. They're like a health potion in a fantasy game, quick acting using nano-bots to remove damage while filling your body with adrenilia and pounding various pain receptors with good feelings. - The result is that when someone uses a health Injector they roll the die equal to the Health injectors level and add restore that many points to their damage attribute. - Magical Healing - Some casters are able to call on the power of a god or other worldy powers to heal their friends, allies, and others. In this case, the form of magic healing is dependent on the type of magic being used. [[Religious Magic]] and [[RPG/RPG V1/Core Book/Magic Systems/Spell Magic/Spell Magic|Spell Magic]] will explain in their relevant descriptions for how healing works. - For [[Word Magic Skill]], assuming the Free Form spell is cast, the caster heals their target equal to the effect of the spell + the number of Magic Points invested in casting the spell. - _Thus if a Person iwth Magic 12, Free Form Void 3, cast a healing spell (Ex. Spatium Mutare Hominum) means a spell DC of 8 (5+3 words), so the roll is 2D6+5 (+2 as a result of the Magic Stat, +3 from the Void Skill). Assuming the 2D6 rolled a 5, for a total of 10, the caster would now reduce their magic by 3 (from 12 to 9), and heal their target for 2HP. The caster may choose to further reduce their magic by spending points to heal their target, thus the caster may choose to reduce their magic to 6, and heal their target a total of 5._ - First Aid - First Aid can be done in two ways in combat: stabilizing someone who is nearly dead, and restoring some health to a wounded person. - The first is a [[Difficult]] [[Healthcare]] (First Aid) check, if successful the target has all their physical stats set to 1, but the character will require proper medical care to recover - is stable not not strong. - The second is putting a bandaid on a bullet wound. This is a [[Normal]] [[Healthcare]] (First Aid) check; if successful the target is healed 1+the effect of the check. If failed, the target takes damage equal to 0-the effect of the check.