Here you can find the list of various services that are available in most towns and cities. These services could be anything from healing wounds to removing curses or treating dangerous supernatural fevers.

The services found here are generic enough to fit most standard games and campaigns. However, you will need to check with your game master to make sure that these services are available in your setting and in the town your character is currently visiting.

Healing Services

Services from qualified healers to restore wounds and revive fallen comrades. Healing services treat the physical body such as cuts, broken bones, burns, and the like. For poisons, sicknesses, and other ailments, see Status Effect Treatment below. For magical or spiritual afflictions such as curses and possession, see Spiritual Services.

Service Description Cost
Wound Treatment

Treat basic wounds such as scratches, bruises, and small cuts. Removes the Wounds status effect and its associated stun chance.

10.00
Serious Wound Treatment

Treat deep cuts, impaled objects, and other grievous wounds that prevent the character from acting. Removes the Serious Wounds status effect.

50.00
Bleeding Out Treatment

Bandage and close an open wound to stop ongoing blood loss. Removes the Bleeding Out status effect.

25.00
Minor Broken Bone Recovery

Set and brace minor broken bones that cause ongoing pain and restrict activity. Removes the Minor Broken Bones status effect. Healing magic or rest is still required for full recovery.

40.00
Major Broken Bone Recovery

Set and cast broken limbs such as legs, arms, or wings that cannot be used until treated. Removes the Broken Limb Bones status effect. Healing magic or rest is still required for full recovery.

90.00
Burns Treatment (Minor)

Treat minor burns with medicine and magic. Removes the Minor Burns status effect.

20.00
Burns Treatment (Major)

Treat major burns covering a larger area. Removes the Major Burns status effect.

70.00
Frostbite Treatment

Treats frostbitten tissue before permanent damage sets in. Removes the Frost Bite status effect.

35.00
Sunburn Treatment

Provides soothing treatment to sunburned skin to stop ongoing Vitality damage when touched. Removes the Sunburn status effect.

10.00
Amputation

Removal of limb, finger, or toe that is too far damaged to be saved or faces other forms of corruption. Healing, post amputation recovery, and training to live without the limb is provided. Requires a minimal of a full 10 days at the clinic, cost covers entire treatment plan.

200.00
Comatose Recovery

Administer alchemical and magical care to rouse a character from a coma they cannot naturally recover from. 

100.00
Revive Fallen Comrade

Restore life to a dead character through powerful healing magic. Must be performed within 1 day of the character's death.

500.00

Status Effect Treatment

Treatment for non-physical ailments including poisons, sicknesses, paralysis, fevers, and other conditions affecting normal function. Supernatural afflictions such as curses, possession, and charm effects are handled under Spiritual Services below.

Service Description Cost
Poison Treatment

Removes poisons and toxins from the body to stop ongoing poison damage to Vitality, Power, or Soul.

40.00
Disease Treatment

Treat a disease with antibiotics and supportive care. Effective against most diseases, though Bitterwood and Dark Paralysis cannot be treated this way. The status effects caused by the disease may require separate treatment.

75.00
Paralysis Treatment

Administer ointments and massages in stages by first reducing paralysis to a stun, then clearing it entirely. May require multiple treatments depending upon level and degree of paralysis. 

80.00
Stun or Dazed Treatment

Apply muscle ointment and perform muscle therapy to relieve a stun or dazed effect.

25.00
Sickness Treatment

Treat ongoing sickness to combat its effects and restore movement and combat effectiveness.

20.00
Nausea Treatment

Relieve nausea reversing its effects. 

5.00
Fatigue Treatment

Relieves fatigue and restores movement and combat capability.

5.00
Dehydration Treatment

Counteracts and relieves symptoms of dehydration, stopping ongoing Vitality and Power loss. 

5.00
Heat Exhaustion Treatment

Cools the body and stops ongoing Power damage. Must be treated promptly before it progresses to Heat Stroke.

10.00
Visual Instability Treatment

 Restore normal vision and remove the need for perceive checks to move and attack. 5 uses of this service are required to correct blindness that is not of a natural state.

15.00
Mental Health Treatment

Treat various mental health status effects such as anxiety, depression, or loss of self through medication and talk therapy. Prevents re-occurrence of these mental health status effects for 1d6 days. 

25.00
Intoxication Recovery

Provide a cure and supervised rest to clear intoxication and restore full cognitive and physical function. 

15.00
Stone Reversal

Remove stone status effect and petrification through medicines, ointments, and magic. Can potentially remove petrification curses. More than one treatment may be required for advanced cases. 

30.00
Psychogenic Fever Treatment

Treat a psychogenic fever which is a stress-induced supernatural fever of the mind by using a combination of alchemical treatments and psycho-therapy as required. 

60.00
Paranormal Fever Treatment

Treat a paranormal fever which is a fever of supernatural or spiritual origin by using a combination of alchemical therapy, talk therapy, and guided meditation. 

60.00

Spiritual Services

Services dealing with supernatural afflictions including curses, possession, charm effects, and other conditions of a magical or spiritual nature. These services are rarer than physical healing and may not be available in all towns. Check with your game master.

Service Description Cost
Curse Removal

Remove a curse from a character or item. The cost scales with the severity of the curse as determined by the GM.

100.00 + 50.00 per curse level
Possession Cleansing

Drive out a spiritual entity that has taken hold of a character. Requires a qualified spiritual healer and is not guaranteed on the first attempt.

200.00 per attempt
Charm Removal

Break a charm effect that has compelled a character to protect or serve another creature against their will.

70.00
Mental Balance Restoration

Treat a character whose mental balance has been severely compromised by magical attack or spiritual influence, restoring normal function.

100.00
Spiritual Consultation

A spiritual advisor consults with the character about supernatural threats, spirit-related conditions, or divine matters affecting them. No direct cure is provided, but the consultation may reveal the nature and source of an affliction.

50.00