Vitalis — Mend¶
Mend is the Vitalis Method concerned with repairing injury and restoring function.
It reinforces natural biological processes rather than replacing them. Mend is deliberate, resistant to haste, and vulnerable to disruption.
Threads (Mend)¶
- Heal
- Stabilize
- Knitting Flesh
All Mend Threads use the same cost and difficulty framework.
Ka Cost (Mend)¶
Ka is paid incrementally, as Channeling is maintained.
Injury Severity¶
| Injury Severity | Ka per Interval |
|---|---|
| Bruise / Minor | 1 |
| Light Wound | 2 |
| Moderate Wound | 4 |
| Severe Wound | 6 |
| Critical / Near-Fatal | 10+ (GM call) |
- Multiple wounds are paid separately.
- Old, infected, or complicated wounds may increase Ka by +1–2 per interval.
- Structural damage to living tissue (crushed organs, shattered bone) increases Ka by +2.
Channeling Difficulty (Mend)¶
Start with the base Target Difficulty for Sorcery, then apply modifiers.
Condition Modifiers¶
- Fresh, clean injury: +0
- Untreated or unstable: +2
- Dirty, infected, or poisoned: +4
- Corrupted, cursed, or magically altered: +6
- Actively worsening: +2 additional
Maintenance and Time¶
Mend requires continuous Channeling.
| Severity | Minimum Interval |
|---|---|
| Bruise | Moments |
| Light Wound | ~1 minute |
| Moderate Wound | ~5 minutes |
| Severe Wound | 15–30 minutes |
| Critical | Stabilization only |
- Ka is paid each interval.
- Interrupting Channeling halts progress immediately.
- Partial healing may apply at GM discretion.
Burn¶
At any point, the caster may accept Burn to: - complete an interval instantly - prevent disruption from ending the Thread - reduce Ka for the current interval by half (rounded up)
Burn represents forcing the body to accept reinforcement it is resisting.