Healing Side-Effects (Janus)
Like the flow of time and space, the healing of Janus is based on both beginnings and endings. And in the case of the patient, it will hopefully begin the cure and end the injury sooner rather than later.
Like the flow of time and space, the healing of Janus is based on both beginnings and endings. And in the case of the patient, it will hopefully begin the cure and end the injury sooner rather than later.
What is
more, if you’d like to save a die roll, you can have the Healing Side-Effect
match whichever clock direction the top of the healing die faces when it lands.
For example, if the result on a d6 for a Cure Light Wounds spell points to 4 o’clock,
then consider the Healing Side-Effect result to be a 4. For healing spells that
don’t have die rolls, simply roll a d12.
1-2. Is it the Appropriate Time? Janus
presides over all beginnings, and the question is: what time should healing
take place? Roll a d12 to determine the hour that healing is to occur for the
patient (ignoring ante meridiem/ post meridiem time). If not already known,
then roll a d12 to see if the hour matches. If it does, then the
healing occurs immediately. If not, then healing occurs as soon as the correct
hour is struck. In addition, and possibly unfortunately for the patient, he or
she also cannot receive any healing
until this hour is struck, whether from the spell that triggered this Side-Effect
or not.
3-4. Rite makes Right. All
Good Creation requires proper ritual and that includes curative magic. 1d6
turns of time and 2d6 gold pieces in offering are now required to make the
healing work. If not, then it is forfeit.
5-6. Gatekeeper: Movement through space and
time requires portals and the same holds true for this healing. As soon as the
patient passes through one, whether magical or mundane, then he or she receives
the spell’s curative effect.
7-8. Janus Geminus: It is now a temple that is
needed for the healing to work, preferably a Roman one. If the recipient has
been injured in battle though, then the doors to the Temple of Janus are open
regardless and allow healing, no matter where the recipient is. If the
recipient is fortunate enough to be in a Roman temple when the healing spell is cast, then he or she
gains 50% extra benefit. If not injured in
battle and not at a temple when the spell is cast though, then healing occurs
at just half the effect.
9-12. Blessing of Janus: Not only
is the patient healed automatically for the full amount, but he or she gains
the benefits of Janus through time and space too. As a result, the patient can
also take an extra action each round, as long as it involves movement, for the
next 1d6 rounds.