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¶
- Combat — critical grades, stances, and afflictions
- Death and Return — what happens at zero health
- Lockpicking and Treasure — trap injuries
- Empath — the calling and its circles