Healing
- Mass HP heals at a rate of 20% of maximum per week of rest. This rate can be increased by Healing proficiency.
- Fighting Ability heals at a rate of 20% of maximum per turn of rest.
- Cure Light Wounds and similar magic instantly heals 20% of Mass HP. It can also heal certain permanent wounds: 26/3, 21-25/4, 16-20/5, and 11-15/6.
- Cure Moderate Wounds instantly heals 40% of Mass HP. It can also heal these permanent wounds: 26/2, 21-25/3, 16-20/4, 11-15/5, 6-10/6.
- Cure Major Wounds instantly heals 60% of Mass HP. It can also heal these permanent wounds: 26/1, 21-25/2, 16-20/3, 11-15/4, 6-10/5, 1-5/6.
- Cure Serious Wounds instantly heals 80% of Mass HP. It can also heal these permanent wounds: 21-25/1, 16-20/2, 11-15/3, 6-10/4, 1-5/5.
- Cure Critical Wounds instantly heals 100% of Mass HP. It can also heal these permanent wounds: 16-20/1, 11-15/2, 6-10/3, 1-5/4.
Healing permanent wounds using cure spells takes time equal to that listed by the Condition on the Mortal Wounds table. If there has been a limb loss, the lost limb must be available as the spells cannot regenerate, merely re-stitch.
Using a higher-level spell than the permanent wound requires increases the rate of recovery by one condition level.
Healing proficiency can “surgically” repair permanent wounds at the appropriate level through successful proficiency throws. Only one throw is permitted per wound, and the surgery must take place within one hour of the wound.
(In the genres of fantasy which these rules are intended to emulate, Restore Life and Limb will be unavailable, and critical hits will make permanent wounds more likely. These rules offer an alternative means by which such damage can be repaired).
Healing Fighting Ability HP
Presumably spells might exist to restore lost Fighting Ability HP, perhaps representing inspirational morale. Perhaps Bards can restore FAHP through song. TBD.