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Health, Wounds, and Care

Phoenix Sagas tracks four resources and a separate injury ledger. Losing hit points hurts immediately; wounds, bleeding, and scars describe what remains after the blow.

Your four pools

Pool What shapes it What it is for
Health Might, Vigor, ancestry, and Conditioning Staying alive; zero Health means death
Mana magical study, Channeling, magical control, and casting aptitude Circle magic and Wordcraft
Spirit Attunement Resurrection and powerful spiritual workings
Stamina Might, Grace, Resolve, Vigor, and Conditioning Techniques and physical exertion

STAT shows current and maximum values. Training matters more than level alone: Conditioning builds Health and Stamina, while actual magical investment opens and deepens Mana. A calling name by itself grants no hidden caster pool.

Recovery

The world restores resources on recurring pulses rather than after every command. Posture, food, furnishings, hearth warmth, and the room all affect recovery. Sitting or lying down is safer for recuperation but leaves you poorly prepared if a fight reaches you.

Some rooms are recovery nodes. A node hastens ordinary resource recovery and the easing of an Empath's borrowed pain; greater nodes are stronger. Temporary sanctuaries and mana foci can reproduce part of that benefit.

Useful commands:

POSTURE SIT
POSTURE PRONE
POSTURE STAND
HEALTH
EFFECTS
RECOVERY

Injuries

A hit can produce three related consequences:

  • Health loss is immediate.
  • A wound belongs to a body location and has a grade: minor, deep, or grievous.
  • Bleeding, stun, and other afflictions act on their own clocks.

Combat uses six critical grades, but those collapse into three lasting wound grades. Multiple wounds can exist at once, one per tracked location. Closing a deep wound may leave a scar; scars do not bleed, but remain on HEALTH until renewed or drawn away.

Bleeding drains health on the faster affliction pulse. TEND binds the worst active bleed, requires a free hand, and takes longer for severe bleeding. It can stabilize either you or somebody in the room:

TEND
TEND MARA

Stun prevents most actions and sharply reduces your ability to defend yourself. Other afflictions can temporarily change Attack, Guard, movement, posture, or a stat. EFFECTS is the authoritative list of what is active and how long it remains.

Remedies

Remedies are organized by six body zones and three kinds of care. This is the shelf language used by healers, shops, and foraging—not a hidden arithmetic table.

Care Result
Bind Reduces a fresh wound and checks its bleeding
Knit Closes as much as two grades of a deep wound, leaving a lesser scar
Renew Softens a scar by one grade

Use EAT for solid remedies and DRINK for draughts, tinctures, oils, and cordials. Field Medicine shortens the committed recovery after treatment.

Zone Covers Bind Knit Renew
Crown head, eyes dawnpetal compress bittergreen draught knitbone tincture
Throat neck, nerves hushvein lozenge stillwater tonic silverwort cordial
Core chest, back hearth moss saltmeadow poultice tidewater tincture
Gut abdomen marshmint leaf emberfennel draught duskthorn cordial
Arms arms, hands yarrow wrap bogsilk poultice needlebur oil
Legs legs rowan bark stoneleaf salve wingstem cordial

A town healer can diagnose and treat fresh wounds for a fee. Deep treatment can still leave scars; Renew remedies and Empath care handle what ordinary knitting leaves behind.

Empath care: BEAR

An Empath does not duplicate a patient's wound or cast a generic heal at them. BEAR <person> <part> removes one wound or scar from the patient and turns its pain into an abstract burden carried by the Empath.

DIAGNOSE MARA
BEAR MARA LEFT LEG
BEAR MARA ANY
HEALTH

Deeper fresh wounds create more burden than scars. Taking that burden immediately costs the Empath Health and stamina equal to roughly half the burden taken, and accumulated pain temporarily weighs on Attack and Guard. Resolve and level establish how much can safely be carried; Field Medicine expands that capacity and hastens its recovery. Burden ebbs with Health recovery and clears faster still at a node.

This makes an Empath a real healer without making another character's wound table their own: the patient becomes whole, while the Empath manages a profession-specific reserve and the physical cost of compassionate magic.

See also