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Healing: Mending Flesh and Spirit

Fate's Edge Player's Guide — Chapter 5

"The [HEAL] tag closes small wounds and eases exhaustion. To knit broken bones or purge a curse, you need greater power — and greater risk." — Lysandra of the Amber Gate, The Threadweaver's Spellbook

In Fate's Edge, injuries are not mere hit points. They are narrative weights: a fractured leg forces hard choices; a festering wound breeds desperation. Healing magic exists, but it is never cheap, never perfectly safe, and always part of the story.

This chapter explains how your character recovers from the two kinds of damage — Fatigue and Harm — using magic, medicine, rest, and willpower.

The Two Faces of Injury

TypeWhat It RepresentsHow It Heals (Fastest)
FatigueExhaustion, minor cuts, bruises, winded[HEAL] cantrip, short rest, a hot meal
HarmBroken bones, deep wounds, poisoning, cursesRest + medicine, powerful magic, time

Fatigue is your character's ability to keep going. It accumulates from physical exertion, missed sleep, harsh weather, and the strain of magic. Fatigue is common and easy to remove.

Harm is serious injury. Each level of Harm (1, 2, or 3) imposes a -1 die penalty on most actions. Harm is rare and expensive to heal. When you take Harm, the world takes notice.

Recovering Fatigue — The Easy Work

Fatigue clears quickly with rest, food, or a minor magical touch.

Rest and Recovery

The [HEAL] Cantrip

The [HEAL] tag (typically from the Life element or a Patron of healing) removes Fatigue quickly.

[HEAL] Cantrip Tags: [HEAL]
DV: 2
Action: 1 action
Range: Touch
Effect: Remove 1 Fatigue from yourself or a willing creature you touch.
Backlash: None. The GM may still spend Story Beats (from any 1s on the roll) to add minor flavor (e.g., a faint scar, a shiver down the spine).

This cantrip works for any magical tradition that can access Life or a healing Patron (e.g., Free Caster, Runekeeper of Oath of Flame, Cantor with healing songs).

Example: Lyra uses [HEAL] on Henry after a fight. She rolls 5d10 (Spirit + Craft), gets 3 successes vs DV 2 — a Clean Success. Henry clears 1 Fatigue. No complication.

The [HEAL] Cantrip Is Your Best Friend Use the [HEAL] cantrip liberally. It costs only a standard action, risks almost nothing, and keeps the party moving. Save your big healing spells for when someone is Harmed.

Healing Harm — The Hard Work

Restoring a level of Harm (e.g., from Harm 2 to 1, or Harm 1 to 0) requires significant effort — either mundane medical care over time or powerful magic that comes with risk.

Mundane Healing

Magical Healing of Harm

To heal Harm rather than Fatigue, add +2 to the DV. That surcharge is the whole requirement — [HEAL] on its own at DV 4 closes a Harm 1, as the table below shows.

A second tag is optional, and what it buys is specificity. It names what is actually wrong, and your GM should let it do more than a generic mending would:

The base DV for healing Harm is 1 + number of tags. Healing Harm also adds a +2 DV surcharge. Examples:

InjuryTagsBase DV+2 SurchargeFinal DV
Shallow cut (Harm 1)[HEAL]2+24
Poisoned wound (Harm 1)[HEAL][PURIFY]3+25
Broken arm (Harm 2)[HEAL][STRENGTHEN]3+25

The GM may increase DV further for legendary wounds (e.g., a dragon's claw tears your spirit — [HEAL][CLEANSE] + a ritual requiring significant time).

Ritual Healing

Healing Harm 2 or Harm 3 often requires a ritual, not a single action. Rituals take at least 10 minutes (or longer per the GM). During a ritual, interruptions (combat, loud noises, disbelief) can cause the healing to fail or backfire.

Many magical paths have specific healing rites:

Components as Devotion (Healing Rituals) Even with a Patron's Symbol, Codex, or Thiasos, rare components can make healing rituals easier.

Use this rule of thumb:

This turns healing rituals into adventure hooks. The rare herb you need? It grows only in a haunted grove. The sacred water? A spirit guards it.

The Risk of Magic — Story Beats and Backlash

Whenever you cast a healing spell (especially to heal Harm), any 1s you roll generate Story Beats (SB) for the GM. The GM will spend those SB to introduce complications — the healing works, but the world pushes back.

What complications look like:

These complications do not cancel the healing. They are narrative gifts — hooks for future scenes, reminders that power has a price.

GM's Role Your GM uses Story Beats to make healing dramatic, not to punish you. Embrace the complications. A scar is a story. A Patron's demand is an adventure. A haunted shadow is a future ally (or enemy). Talk to your GM about the kinds of complications you find interesting — body horror, social fallout, ominous omens, or debts to mysterious powers.

Natural Recovery — When Magic Fails

If you have no access to magic or medicine, your body still heals — slowly.

Healing by Magical Tradition — Quick Reference

PathFatigue HealingHarm Healing
Free Caster[HEAL] cantrip (DV 2)[HEAL]+other tag, +2 DV, risk backlash (see the Magic chapter)
RunekeeperLow Rite (e.g., Lay on Hands)Standard Rite, costs Obligation, may Push (see the Magic chapter)
InvokerRitual [HEAL] (slow)Ritual + Symbol, reduce DV with rare components (see the Magic chapter)
CantorHealing Song (Performance roll)Song + Push (marks Corruption), requires High Cantor for instant (see the Magic chapter)
Witch (Hearth)Hedge Gift: Steady Hand (no roll, 1/scene)Hedge Gift: Knot of Mercy (once/session, removes Condition) (see the Magic chapter)
SummonerSpirit bargain (costs Leash ticks)Transfer wound to spirit (costs Leash, may anger spirit) (see the Magic chapter)
No magicShort/long restDowntime + Craft roll

Healing Talents

These talents enhance a character's ability to heal others or themselves.

Steady Hands (3 XP)
Prerequisite: Craft 2+. When you perform First Aid, the patient also clears 1 Fatigue. You may use this talent once per patient per scene.
Healer's Touch (4 XP)
Prerequisite: A healing Patron (Oath of Flame, Inaea, etc.) or the [HEAL] tag. When you use the [HEAL] cantrip, you may clear 2 Fatigue instead of 1. You may do this once per patient per scene.
Bastion of Vitality (6 XP)
Prerequisite: Body 3+. When you take a short rest, you clear 3 Fatigue instead of 2. Additionally, you ignore the first level of environmental penalty from exhaustion or deprivation (e.g., you can go an extra day without food before suffering effects).
Remarkable Recovery (8 XP)
Prerequisite: Body 3+ or a healing Patron. You recover from Harm twice as fast: 1 Harm per 3 days of rest (instead of 1 week). Medical treatment still follows the normal scene-of-treatment rule above. This talent cannot heal permanent injuries or Serious Wounds.
Spirit Mender (12 XP)
Prerequisite: A healing Patron or a Cantor's Path. Once per session, you may remove a psychological Condition (Fear, Guilty Tell, Haunted) from yourself or a touched ally. This is a Full Ritual (10 minutes) and costs 1 Fatigue. On a partial, the Condition is removed but the GM gains 1 SB (the shadow of the Condition lingers).

Summary: Healing at a Glance

What You WantHow to Get It
Clear 1 Fatigue (fast)[HEAL] cantrip (DV 2, 1 action) or short rest (1 hour).
Clear all FatigueFull night's rest in safety.
Heal 1 Harm (mundane)A week of rest unaided, or a scene of treatment with a Craft roll (DV 3–5) and a healer's kit.
Heal 1 Harm (magic)[HEAL]+other tag, +2 DV surcharge (minimum DV 4). Accept possible complications from SB.
Heal 2+ Harm (magic)High DV (5+), often a ritual. Expect significant cost (Obligation, Corruption, quest).
Remove a ConditionKnot of Mercy (Hedge Gift), Lay on Hands (if Condition is curse/disease), or a Patron's Rite (see the Magic chapter).

Healing Tags Reference

The following tags are commonly used in healing magic. Each adds to the spell's DV as shown.

TagEffectDV Modifier
[HEAL]Removes 1 Fatigue+0 (base)
[PURIFY]Neutralises poison or disease+1
[STRENGTHEN]Mends broken bones or torn muscles+1
[CLEANSE]Removes curses or magical wounds+1
[REGENERATE]Restores 1 Harm (requires another healing tag)+2

[REGENERATE] cannot be used alone; it must be paired with another healing tag (e.g., [HEAL][REGENERATE] to restore 1 Harm). The total DV is calculated as described under Magical Healing of Harm, above.

Optional Rule: Serious Wounds

This is an optional table rule. If your table uses it, ask your GM.

When a character takes Harm 3 (the third box of Harm), the table may opt to replace that injury with a Serious Wound — a lasting debility that cannot be healed by ordinary magic.

Serious Wound Table (d10)

d10Wound
1Shattered Limb: −1 die to all physical actions (Body rolls).
2Cracked Skull: −1 die to all mental actions (Wits rolls).
3Torn Sinew: −1 die to melee attacks and athletics.
4Gut Wound: −1 die to endurance and resistance tests.
5Spinal Shock: −1 die to all movement and agility actions.
6Broken Spirit: −1 die to all social actions (Presence rolls).
7Shattered Hand: −1 die to any action requiring fine manipulation (craft, lockpicking, etc.).
8Collapsed Lung: −1 die to all actions requiring sustained breath (sprinting, chanting).
9Festering Curse: −1 die to all magical actions (Arcana and Lore alike).
10The Gray Wanderer's Choice: The GM invents a unique wound tied to the fiction (e.g., "Your shadow is torn — you cannot be seen in mirrors.").

Example: Henry takes Harm 3 from a dragon's claw. The group agrees to use Serious Wounds. He rolls a 4 on the table: "Gut Wound". He now suffers −1 die on Endurance tests until he rests for a week or finds a priest to perform a costly healing rite. He can take up to Body 2 more Serious Wounds before falling unconscious.

Final Advice for Players

The blade cuts. The spell mends. But the scar remains — and that scar is your story.

"When in doubt, be specific. The Weave rewards precision. When you have a choice, be cautious. The Weave charges interest. When you succeed, be humble. The Weave remembers." — Lysandra of the Amber Gate, The Threadweaver's Spellbook