Lucifer
The Cult of the Light Healers
History
Before Time
The youngest son of the Sun, Lucifer was always more gentle than his brothers - Mithras, Rhadamanthus and Vulkan. Preferring to right wrongs by healing the wronged than by punishing the wronger. He became known for his purity, honesty and generosity to others. Early in God Time he healed anyone, but the slaying of his Father and then in the Darkness his own maiming by Zorak Zoran who spared his life in return for much of his Power over Fire. Thereafter, Lucifer rarely healed the Darkness Deities, and the Troll Death God could not be healed, save by his Sister Xenoiré‚ who herself learned her skills from the Lightbringer Healer. Lucifer went with his older brothers on the Quest for the Sun, but he steadfastly refused to fight, and instead entirely devoted himself to healing his fellow questers.
Since Time
The Luciferans have made a name for themselves as Healers, par excellence. The cult is looked to as the prime source of healing. Only in areas dominated by the Trolls or by the Darkness/Chaos Cults is the cult not found. Even in Chaotic realms, such as Moonguard and Karnak and bastions of Death like Necropolis, Luciferan Hospitals are found and commonly thrive.
Life After Death
Worshippers of Lucifer are dedicated to the preservation of the living body and the Spirit. Any Initiate can expect Resurrection for free, if available, and Healing and Death Divints for themselves or others. Initiates may use Runelord-Style Divine Intervention in pursuit of a matter of Healing. If all else fails, their Spirits become Spirits of Healing. Funeral practise, of course, involves cremation.
Runic Association
Lucifer is the Light of Life. Originally possesing the Runes if Life and Fire, most of his Fire Rune was taken by Zorak Zoran leaving only his rudimentary powers of Light.
Nature of Cult
Lucifer is dedicated to preserving Life and will continue to exist as long as people in need of Healing walk in the Light of Day.
Socio-Political Position and Power
Lucifer is usually very highly esteemed in all civilised, (non-Trollish), societies. Cultists are not known for their political ambitions, for it is dedicated to healing and allieviating suffering. Therefore despite Temple's wealth from taxes and Lay offerings, they are not usually found in positions of political authority. Because of its neutrality, Luciferan Hospitals are found in place without any trace of Lightbringer influence, such as Necropolis and Godsport. Lucifer therefore has frequently acted as a vanguard of a Lightbringer invasion into an area.
Particular Likes and Dislikes
Because of events in God Time, Trolls and other Darkness creatures are discriminated against, this means that although they are not refused healing outright, in any situation where choice is available, all cultists will choose to Heal non-Trolls first. Only Zorak Zoran alone, amongst the Troll cults, is directly refused Healing save for cauterisation. Anathema cults are generally any cult of both Darkness and Chaos, all Undead cults and all others that pervert the Life Rune, especially Engariel. Because of his giving caring nature, Lucifer has an astonishingly large set of associates. This includes, obviously, Lightbringers, most Fertility/Light Rune cults including Matar and Faerie plus anomalous other cults such as Shadowjack, Madonna etc. Of the Fire Cults, two stand apart from the rest. Vulkan in despised and frequently discriminated against, both for self-mutilation and for not joining his brothers in their Quest to save his father; the other is Phoenix who stole Vulkan's Fire Powers and is viewed very ambiguously by Lucifer.
Organisation
Lucifer is found practically everywhere outside of areas dominated by Chaos/Darkness or Trolls. Most Matar villages have at least one Luciferan Initiate, who has often been sent to a town to learn the Healing arts at the cost to the village. Most towns will have at least a small temple, with one or more Runepriests and over a dozen Initiates. Cities invariably have large Hospitals staffed with Runelords, Runepriests and many Initiates.
Hospitals are arranged into Wards, where patients recover from illness or surgery with isolation rooms for infectious cases. Alongside these are examination rooms, surgeries, stores for herbs, medicines and equipment, laundries, a kitchen usually adjacent to both internal and external mess-halls, (the latter being a 'soup kitchen' and doss house for the cities poor and outside the Temple Warding), accomodation for Runelevels, Initiates and live-in Laity, Lecture and demonstration theatres plus an inner sanctum purely for Initiate Worship wherein is kept the sacred "Light of Life". All these are grouped around the Main Hall which serves as a combined waiting-room/reception area for the Laity and all those desiring healing.
There is virtually no organisation outside of or between Temples, but those adjacent to a medical crisis invariably co-operate to the full and there is no rivalry. Aside from the Templar organisation, there are many wandering Healers who tour the wilderness, occasionally in bands, or more commonly with groups of others such as merchant caravans or Mithras regiments. Runepriests rank above Runelords for nothing can match their magical cures. However, the cult always seeks to husband the Runemagic and relies upon its skills for most mundane curing.
Centres of Power/Holy Places
Portico of the Grand Hospital, Heliopolis
Power as such is rarely wielded by this cult. It has a strong influence in any Lightbringer dominated area and highly esteemed in most other places. Occasionally an individual rises to political prominance, usually in aid of the downtrodden against the covert activities of Ma-Fear and Thanatar. Runelords have even lead and directed armies. The only Holy Place referred to in scripture is where Zorak Zoran ambushed the Healer, but this occured in the Darkness and its exact location is uncertain, but is probably somewhere in the Trollands; legend says that here there are still even some sparks of Lucifer's Fire powers strewn about the land. The Grand-Hospital in Heliopolis is the biggest Hospital in the known world, and there may be found specialist Healers who know all the cult spells with access to many esoterics and healing artifacts.
Holy Days and High Holy Days
Gods Day of Fertility Week is the seasonal Holy Day, that in Fire Season is the High Holy Day. Almost everyone in Lightbringer areas sacrifices a point of POW to Lucifer on All Dieties Day. This is not compulsory, but is usual in gratitude for his Healing.
Lay Membership
There are two types of Laymen.
- Those that apprenticed at an early age, (usually 16), to be trained as Healers, and
- Those that enroll as Laymen to be trained in the Healing Arts in return for payment in cash.
Both categories are subject to similar restrictions. Any race may join save for Trolls and any race overtly tied to Darkness or Chaos (e.g. Broos, Scorpion-Men). They must have a dedication to the Healing Arts, with a commitment to avoiding bloodshed. They are enrolled on a Holy Day, and their commitment is confirmed by Lucifer, making those so committed glow to any Life Rune Initiate with a pure, gentle white light. Those who do not so glow are not accepted.
Laymen must pay a point of POW on each Holy Day, two on a High Holy Day. They are expected to use their skills and spells to Heal the sick and injured, and allieviate suffering wherever it is found. If working in a Temple, the Temple pays them 1 shilling per day plus free room and board; apprentices of course are not paid!
Paying Laymen may purchase half price First Aid and full price Diagnosis, Treat Poison, Treat Disease, Find Healing Plant and Brew Poison Antidote. The only spells available are Healing and Xenohealing at full cost, plus other pacifist Battlemagics at the discretion of their Priest. All Laymen are expected to Initiate when they fullfil the necessary requirements.
Initiate Membership
| 2D6 | Gift | Geases |
|---|---|---|
| 2 | Immunity to Fire in all forms, save Dragon Breath | 3 |
| 3 | +1 on Non-Raisable Characteristis per 3 geases | 3 |
| 4 | Free Reusable Rune Spell - Cure Disease1 | 3 |
| 5 | Reduction in POW for Healing to 2⁄3, round up2 | 2 |
| 6 | Free 2 points of Countermagic | 2 |
| 7 | + 10% on a Cult skill3 | 1 |
| 8 | Free 2 points of Healing | 2 |
| 9 | Free Reusable Rune Spell - Slow-Poison | 2 |
| 10 | +1 on Raisable Characteristic per geas | 1 |
| 11 | Mastery of Cult Skill3 | 3 |
| 12 | Free Reusable Runespell - Light of Life | 5 |
- Notes:
- Choice of Cure Disease of Body, Spirit or System
- 2⁄3 POW first time, ½ second.
- Cult skills are First Aid, Diagnosis, Treat Poison, Find Healing Plant and Brew Poison Antidote.
In order to Initiate, an applicant must have been a Laymen for at least a season and have at least 90% in First Aid and 75% Diagnosis, and pass a test of the sum of all his Runelord skills ⁄ 10 + INT×3%. If failed the applicant may reapply after another season. If fumbled, he is clearly not suited to the life of a Healer and may not initiate, ever! If successful, he must accept at least one and upto three geases, and is now refferred to as a Healer.
Initiates gain free room and board, and must sacrifice 2 points of POW each Holy Day, 4 points on a High Holy Day. If working in the Temple, they are paid 5 sh per day, they must put in at least one season per year in Temple service, (this can be in their village shrine), unless given express permission by their Runepriest.
Initiates are trained for free in First Aid, Diagnosis, Treat Poison, and Treat Disease; Find Healing Plant, Brew Poison Antidote, Create Healing Potion and R/W Mannic are taught at half price. Oratory and Taste-Analysis are taught at full cost. No other skills or any Weapon Skills are taught by the cult.
Brother Teachers receive free Spell Training in Healing, Lightwall, Light and Detect Life. NOTE: Luciferan Healing acts like Healing and Xenohealing.
Countermagic, Parry, Protection and Shimmer are half price. Additionally the cult teaches one point of Sleep per complete calander year spent as an Initiate upto 6 points. Other spells are available, but Disruption, Dimoralise, Befuddle and Harmonise are double cost. All combat spells are not taught though their is no bar to any cultist learning the spell elsewhere, but care must be taken for these can easily be used to cause needless harm to individuals. Darkwall is forbidden, and will be forgotten if known.
Initiates are bound by their Oaths and Cult Spirit of Reprisal to be gentle and caring. They are often trusted by some very unlikly people. In return, they are protected by their God, and anyone who voluntarily and willingly harms a Healer will be attacked by the Cult Spirit of Reprisal. This is a most unusal situation, but it means that the Initiate gains considerable immunity from violence by others, but there are a few who have access to non-Luciferan Healing, (Engariel and Zadok & Banuril), and others such as Vikings and Zorak Zorani who probably either don't consider or ignore the consequences of their actions.
For every indicated geas, roll on the following table.
| 1D100 | Geas | 1D100 | Geas |
|---|---|---|---|
| 01 | Favoured by Lucifer, no geas | 55 | Never attack using a spell1 |
| 02-05 | Never drink intoxicating beverages | 56-59 | Wear no metal armour in a random location |
| 06-09 | Distrust all Trolls | 60-62 | Wear no metal armour in two random locations |
| 10-12 | Distrust all Chaots | 63-64 | Wear no metal armour |
| 13-15 | Never speak to Trolls | 65-67 | Wear no armour in a random location |
| 16-18 | Never speak to Chaotics | 68-69 | Wear no armour in two random locations |
| 19-20 | Never speak to Vulkan initiates | 70 | Wear no armour |
| 21-24 | Never use language or behaviour liable to induce violence | 71-74 | Wear only cult colours2 |
| 25-28 | Never accept a challenge | 75-78 | Always wear cult badge openly3 |
| 29-32 | Never participate in an ambush | 79-82 | Be celibate in fire Season |
| 33-39 | Triple POW sacrifice on Holy Day | 83-85 | Be celibate in a random season4 |
| 40-43 | Never use a missile weapon | 86-87 | Be celibate in two random seasons4 |
| 44-47 | Never attack with a pointed weapon | 88 | Be always celibate |
| 48-50 | Never attack with an edged or pointed weapon | 89-92 | Burn all bodies dead from disease |
| 51-52 | Never attack with a weapon | 93-95 | Ride no animal |
| 53 | Never attack in physical combat | 96-98 | Roll twice |
| 54 | Never carry or use a weapon | 99-00 | Roll thrice |
- Notes:
- This means never attack using a harmful spell auch as Demoralise or Disruption. Other spells such as Befuddle can be used provided that no harm can come to the target or to someone else. Therefore fanatic targets should not be befuddled, or those near dangerous terrain. Favorite spells include Harmonise and Sleep. Targets hit by all such spells are under the direct protection of the cultist, even if he does not have this geas.
- Cult colours are Read and White, White predominating.
- Cult badge is the Cult Runes in Red on White.
- Roll 1D6, 6=Sacred Time.
In addition to all these geases, Luciferan Initiates may not start a fight, strike the first blow in melee, or allow an innocent to come to needless harm. They must always accept a surrender, and persons captured or otherwise rendered hors-de-combat by them are under their personal protection and of their God's. They must always heal anybody who is not anathema to Lucifer if they are able.
Runelord Membership - The Surgeons
Luciferan Runelords are called Surgeons and are Masters of the Healing Arts. They are accorded only slightly less respect than the Runepriests. To qualify, and applicant must have 15+ POW, Healing VI+, and have five cult skills at 90% or better.
Surgeons gain all the normal benefits of their status, save that their combat skills may not rise above 100%, though all other skills can. They gain a complete suit of Iron Armour and an Allied Familiar which is placed in a White dove. Their Runelord Divints cost half the normal POW cost if used to Heal in any way. He must take another random gift and the concomitant geases.
Surgeons often adopt a nomadic lifestyle, taking their skills wherever they are needed. If skilled in the use of weapons, then he must fight only to relieve oppression and suffering in others. They may attune iron weapons if they find them.
Surgeons pass a test on (INT+DEX)×5⁄2%.
Runepriesthood - The Physicians
A candidate for the Priesthood must have 18+ POW, Healing VI, and know Read/Write and Diagnosis at 90%. They must pass the a test of (INT+DEX)×5⁄2% plus 5% per year as an Initiate.
The Priests are called Physicians and have very onerous duties demanding at least 2 full seasons per year in direct cult service, usually in a Temple, this includes training, spell teaching and hands-on healing.
Physicians gain all the normal benefits of the status and all the restrictions, DEX skills become limited to DEX×5%, and no stat may be trained. They must take one gift, which they may choose, but the geases are doubled if they do so!
Runespell Compatibility
The Luciferan Priesthood has access to all the Standard Runemagics. They may Summon Small Salamanders as their elementals, though they must take care over their use. The best use for a Salamander is burning-out a source of infection, infestation or Chaos-Slime etc. They gain access to the following Cult Special Runespells.
One Point Spells
Create Healing Potion: Range: Touch; Duration: Instant; Non-Stackable; Reusable
See description in Xenoiré.
Heal: Range: Touch; Duration: Instant; Non-Stackable; Reusable
Heals all Hit Point Damage in one recipient instantly. There is a bright spark of light as the caster touches the recipient.
Ray of Purification: Range: 15m; Duration: Instant; Stackable; Reusable
A bright ray of light leaves the finger of the caster and hits the target, curing 1D6+2 levels of Poison-type named by the caster. Obviously this
requires a successful Diagnosis. An impaling Diagnosis causes the spell to sure eight points of poison.
NOTE: This spell will destroy poison in a body or container, but will not cure the damage done by the poison.
Refine Herb: Range: Touch; Duration: 1 Season; Non-Stackable; Reusable
When cast upon a freshly picked herb, causes it to act at maximum Potency for the season it was picked in and not deteriorate over the space of days
to weeks as it would normally. Such herbs maintain a fresh, green look for the duration of the spell. Initiates and Runelords may sacrifice for one
use of this spell reusably!
Slow Poison: Range: 160m; Duartion: 15 mins; Stackable; Reusable
Arrests the effects of a poison in one victim for the duration of the spell allowing adequate time for treatment. Each extra point stacked doubles the
duration.
Two Point Spells
Cure Disease of the Body: Range: Touch; Duration: Instant; Non-Stackable; Reusable
Upon casting, a spark of light passes between the caster and the recipient, who is then cured upon a succesful POW v POW roll verses the recipient's
POW if unwilling, and the POW of any Spirit of Disease. The specific disease to be cured must be named on casting. Roll 1D100 even if recipient is
willing and no Spirit is present; 96-00 is a failure and exposes the caster to the disease. A fumble causes automatic infection. This spell can cure
any Disease of the Body, (see Engariel). If combined with a successful Treat Disease then lost points of stat may be recovered upon succesful CON
roll's. But this treatment must be applied immediately upon the casting of the spell.
NOTE: This can cure a dead body to prevent infection.
Cure Disease of the Spirit: Range: Touch; Duration: Instant; Non-Stackable; Reusable
Functions just like "Cure Disease of the Body", but affects Diseases of the Spirit, (e.g. Soul Wasting and Idiocy).
NOTE: Patients with such diseases are much more likely to be unwilling to undergo treatment than most.
Cure Disease of the System: Range: Touch; Duration: Instant; Stackable; Reusable
Functions just like "Cure Disease of the Body", but affects Diseases of the System (See Engariel).
Regrow Limb: Range: Touch; Duration: Instant; Stackable; Reusable
Causes a severed or maimed limb to regrow at the rate of 10% per week per day between the injury and the casting of the spell per use stacked. A
spark of light is observed between the caster and the recipient upon the casting.
Three Point Spells
Light of Life: Range: Touch; Duration: Instant; Non-Stackable; Reusable
When cast it causes a recently dead person to come back to life amidst a wonderous bright light. Unfortunately, if dead more than a day, a body begins
to rot and although the spell can repair this, as well as cure poison and hit point damage, some damage is irreversible, such as loss of body parts.
For every complete day the person is dead, reduce his DEX and CHA by one, reduce his CON by one for every two days dead and his STR by one for every
three days dead. No body that has been dead for a number of days in excess of his CON may be resurrected by this spell. These lost stats may be
regained by a successful Treat Disease and a Restore cast once, any remaining losses are permanent and count as aging.
Restore: Range: Touch; Duration: Instant; Non-Stackable; Reusable
When cast, the usual spark flies between caster and recipient, and the latter is able to recover 1D6 points of a specific lost stat. This requires a
season's bedrest under the care of an initiate Healer. It may only be cast once for any ailment or complaint, unless combined with a successful Divint.
Subservient Cults
Spirit of Reprisal
All Healing, with few exceptions, has its origin in Lucifer and anyone harming a Healer or someone under his protection, or any cultist breaking his vows will find that all Healing of Luciferan origin will not work for him until he has made his peace with Lucifer. Unless the crime is truly heinous this is usually easy, as Lucifer is a forgiving God. The principle sources of non-Luciferan Healing are Engariel and Zadok & Banuril, thus it has been known for unscrupulous persons cursed by Lucifer to go in search of these cults.
Associate Cults
Faerie
Lucifer taught the Elfin Goddess how to heal her children, and in gratitude she offers the Light Healer the following spell.
Sunripen: Range: 160m; Duration: 12 hrs; Non-Stackable; Reusable Once per Year; 1 pt
Cast on Faerie's Spring Holy Day during a day-long rite. Allows the newgrowth to draw upon the sun's rays to help it grow free from disease and
infestation. It considerably increases growth and yields of nuts, berries, fruits and grain. Affects one entire field or orchard.
Helios
The Sun God has always been close to his youngest son despite his lack of Marshal prowess and so offers two spells.
Sunbright: Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 2 pts
Causes a 60m radius of light around the recipient, giving the effect of full daylight, affecting Trollkin and Cave Trolls. It automatically
demoralises Shades, Vampires and Ghouls etc. It also confers the equivalent of +10 defense.
Sunspear: Range: Limit of Vision; Duration: Instant; Non-Stackable; Non-Reusable; 3 pts
Can be cast only in an area where the Sun shines upon the target. A shaft of sunlight hits the target inflicting 4D6 damage directly to CON. Each
point of Divine Intervention stacked with the spell enables an extra target to be hit simultaneously.
Jack
Lucifer was very greatful for the thief's aid in entering Hell, for the Healer could not enter himself without such aid. He Healed the Jack of Shadows after his Quest, and in return Jack gives this spell to prevent injuries by malevolence.
Trapjam: Range: 160m; Duration: Instant; Non-Stackable; Reusable 2 pts
When cast, causes all mechanical traps within 3 yards of the point of effect to become jammed requiring resetting to be effective. Does not function
on magical traps, (e.g. Warding), but is effective verses mechanical alarms.
Madonna
The First Woman is eternally greatful for the care and Healing Lucifer gave to her children, so she offers the following spell.
Mindreach: Range: Unlimited; Duration: 15 mins; Stackable; Reusable; 1 pt
When cast, this spell allows the caster to contact any one person with whom they are personally acquainted as the Battlemagic spell Mindspeech. One
person may be contacted per point of spell and this person may not be changed after casting.
Matar
The Earth Mother was the Mother of the Healer, and from him learnt how to Heal as well as bear her children. In return she puts a Fieldward around every consecrated Luciferan Temple.
Mithras
Every Mithras Regiment has at least one Luciferan Healer and Mithras has always looked to his younger brother to bind his wounds. In exchange he offers the following spell.
Fire Guard: Range: 160m; Duration 15 mins; Non-Stackable; Reuseable; 1 pt
Cast upon any shield, causes it to protect the bearer completely from any fire or darkness based attack, even an elemental, provided that it is kept
between the bearer and the offensive object. It causes all non-runemetal weapons to suffer 1pt of damage through heat upon striking its surface from
a successful parry. Long wooden hafted weapons (such as maul and poleaxe) take 2pts. Any shield so treated is immediately recognizable by the way its
metal parts glow red-hot.
Rhadamanthus
The Lawgiver and his younger brother share similar Runes and also purposes, the Justiciar punishing wrong-doers and Lucifer righting wrongs. Rhadamanthus gives his brother the following spell.
Summon Spirit of Law: Range: 160m; Duration: 15 mins; Non-Stackable; Reusable; 1 pt
Summons a weak spirit, (POW 2D6+6), which will appear and attack a target which is chaotic, bears the Mark of the Guilty or has assaulted the person
of the Healer, a most heinous offence. If no such victim is around, the spirit will depart. The spirit will continue to attack until all such victims
have been killed, it has less than 3 points of POW or the spell expires. If the spirit is destroyed, then the spell must be resacrificed for. The same
spirit will appear each time, as with elementals.
Miscellaneous Notes
Cult Spells
Healing: Range: Touch; Duration: Instant; Variable; Passive
Healing cast by a Luciferan functions both as Healing and Xenohealing.
Sleep: Range: 80m; Duration: 2 mins; Variable; Passive
Upon a succesful POW vs. POW roll, causes the target to fall unconscious. One target can be hit per point stacked, only one POW roll is made however.
All such victims are under the protection of the caster until they awake. The target cannot be woken for the duration of the spell unless it is
dispelled. It is frequently used as an anaesthetic during surgery.
Cult Skills
Diagnosis: Perception; Base: 00%; Training: 150/300/600/1200
A skill which allows the user to assess the ailments troubling a patient. It takes one round to assess pure hit-point damage; one minute to assess
poisons; and 15 minutes to assess diseases. Problematic ailments take longer. If succesful, the user can accurately determine the hit-point damage to
a location, the amount and type of poison in the system and the name and degree of any disease. A critical or special assessment of hit-point damage
reduces the Healing spell required for negating a condition, 1/2 point stops bleeding, 2/3 points cure crushed limbs and 4/5 points replaces a severed
limb. For other ailments, +50/+20 is added to the Treatment skill used. A failure means that the user has only has an approximate idea how hurt the
patient is or does not know what (or if) poisons or diseases are ailing him. A fumble is a misdiagnosis and is potentially dangerous, particularly in
the case of poison.
First Aid: Knowledge; Base: 05%; Training: 100/200/400/800
This skill covers minor surgical techniques as well as bandaging etc. It is used to take a character out of system shock and prevent bleeding. One
roll may be made per wound. Specials reduce hit-point damage by 1 point, criticals by 2. A fumble inflicts 1D3 points to a wound, (more in some
circumstances), and places the patient in system-shock if not already. It is used to remove impaling barbed objects cleanly and to lance boils, remove
teeth etc. Cauterisation may be employed if First Aid fails at +20%, but inflicts 1D3 hit-point damage.
Treat Disease: Knowledge; Base: 00%; Training; 300/600/1200/2400
This skill covers the knowledge of the symptoms and methods of Treatment of all types of disease. Succesful use of this skill can only be effective
over the length of time of a recovery and will indicate herbs, medicines, poultices etc. (plus usually bedrest) specific to the disease; thereby
improving the patient's chance of recovery. Can also enhance the effectiveness of Runemagics such as Cure Disease and Restore. Fumbles with this skill
are particularly dangerous both to Patient and Healer.
Treat Poison: Knowledge; Base: 00%; Training; 200/400/800/1600
Allows the user to administer herbs and medicines to counter a poison in the system. Used before a poison has taken effect it will extend the time
before it does so. Its effect may be abstracted as reducing the dose-level of a poison by 1D6 for a success. Fumbling with this skill very often is
lethal to the patient, only rarely to the healer.
NOTE: The ingredients, (herbs etc.), to counter a poison may not be available, this skill merely indicates the right approach.
Combat Restrictions
No Lucifer Initiate, whatever his geases, is allowed to start a fight or strike the first blow in melee. They are allowed to intervene offensively in defense of innocent third parties. These restrictions apply to all living opponents however all combat restrictions are lifted including geases when fighting undead.
Temple Finances and Healing Costs
For simple Healing with spells, temples charge on the basis of POW used ⁄ 3 sh plus 2sh for a Healing II, 6sh for a Healing IV and 15sh for a Healing VI spell, if required. For healing not involving magic, treatment is generally free. Very rich people are allowed to hire beds in wards and isolation rooms at high costs. All disease treatment is free, unless the patient has spread disease by willingful negligence or design. All other Runespells, save Light of Life and Restore are customarily charged at 500sh per point. Light of Life may be charged at 6000sh per use, but is more normal to charge a levy of half the current cash of the patient plus 10% of his income for the next calender year. The costs of Divine Intervention is the same. Restore normally costs a flat 6000sh as it functions are purely cosmetic and is rarely a matter of survival.
These costs are basic, they are often waived in the case of beggars, children etc. Hit-point healing is usually free in the case of Lightbringers, and the cost of Runemagic is halved, (save for the purchase of Light of Life). These costs will always be subject to negotiation. Healers hired for a purpose will generally only charge for Runemagics. Lucifer is a generous God and deserving cases are usually looked upon kindly. Temples are often maintained by city taxes, especially in Lightbringer towns. Voluntary donations are also very important and there are donation boxes in every Main Hall, with requests in all local languages. Healers detached from Temples charge at their discretion, but must pay 1⁄3 to their cult at any Temple. It is customary to waive costs in the case of deserving innocents, but to make plutocrats and those that cause injury to others pay through the nose! Debtors are usually referred to Rhadamanthus who may arrest them and hand them back to the Healers as slaves till they have paid their debts, however the Temples will usually release them early as such persons have little function in Hospitals, save occassionally as guards and as menials in the kitchens and laundry.
Luciferan Temples are frankly quite wealthy on the whole and it is usual for any Temple to be fairly profligate with its potions and Iron for Runelords etc.
Hiring/Purchase of Potions/Artefacts
| Matrix | Deposit | Cost/Week | Cost to Buy (Normal) | Cost to Buy (Self-Powered) |
|---|---|---|---|---|
| Healing II | 40sh | 4sh | 2500sh | 4500sh |
| Healing IV | 100sh | 10sh | 7000sh | 11000sh |
| Healing VI | 200sh | 20sh | 14000sh | 20000sh |
Healing potions are freely available from most Temples. They are carefully classified as to the healing available and to the efficacy of dosage. The basic Healing Potion costs 1sh/pt of Healing, this will not stop bleeding. A Healing II potion costs 4sh, Healing IV costs 20sh, Healing VI costs 60sh and Healing VII costs 105sh. These potions are sold in bottles of 1 dose (Gill), 4 doses (Pint) and 12 doses costing 1sh, 2sh and 4sh respectively, but this is reimbursed if returned. These potions are cheap because the cult produces them in vats and they remain good for a season and then decline. Each potion can cure points equal to the spell placed in it, (i.e. Healing IV is 4 times as concentrated as Healing I). Healers using potions usually carry large bottles of Healing I & II plus discrete doses of stronger stuff! These potions must be kept in stoppered glass vials or bottles to keep them fresh!
Matrices are often available for hire only from larger Luciferan Temples, these can be hired at the following rates, usually subject to negotiation and subject to demand. These are for simpler non-self powered, unattunable matrices.
The deposit is returned upon surrender of the matrix. Warning: attempting to hoodwink the cult often incurs the Cult Spirit of Reprisal. When hiring-out such artifacts, favour is usually given to Lightbringers, especially Luciferans of course, but also Rhadamanthites. Of course it is possible to hire the services of a Healer directly, but these are often not available and a matrix is more flexible. Some suspicious Priests will cast Detect Enemies upon prospective hirers to pick-up anyone intending to swindle the Temple, but this will only happen in very wilderness areas where the law level is poor and sources of non-Luciferan healing are common.
Of course, other artifacts may be available, but even if hiring is permitted, costs will be high, particularly in terms of a deposit. Base hiring cost is typically 1/2000th of the cost of its making. Powerful matices of Light of Life, for example, are usually restricted to Luciferan Runelevel usage.
Starting Player Character Luciferans
Any Peasant, Townsman or Nobleman may become Healers. They commence training in mid-teens and the apprenticeship lasts five years, after which they will have the following skills and spells.
Skills at the indicated percentage plus bonuses
- First Aid 70%
- Diagnosis 50%
- Treat Disease 50%
- Treat Poison 50%
- Find Healing Plants 30%
- Brew Poison Antidote 30%
- Taste Analysis 30%
- Read/Write Mannic 30%
Nobles gain a Noble-type weapon of their choice. Townsmen roll on the Gowrie Weapons Table and Peasants get a Peasant Weapon of their choice, all at 30% Attack and Parry.
Spells
They will know Healing VI and Detect Life. If they Initiate they will also gain the benefits of that status.
Equipment
They have the relevant weapon plus a uniform, no armour and 1D100sh in cash.
Potions
Roll 1D100 vs. POW:
| POW Multiplier | Potions provided |
|---|---|
| Critical POW×5% | As POW x 1% plus an empty PSC of POW 2D6 |
| POW×1% | 3D6 doses of Healing II, 1D6 doses of Healing IV, 1D4-1 doses of Healing VI |
| POW×3% | 2D6 doses of Healing II, 1D4 doses of Healing IV |
| POW×5% | 2D6 doses of Healing II |
| POW×7% | 3D6 doses of Healing I |
| Failed POW×7% | No Potions |
| Fumbled POW×5% | No Potions and all cash lost |
Characteristic Raises
They gain 2 raise rolls on DEX, plus one each on POW, CHA and CON.
Cost of Potions
Potions may be purchased at the following rates
| Healing | Recommended Persons | Approved Persons | Riff-Raff |
|---|---|---|---|
| I | 1sh | 2sh | 3sh |
| II | 4sh | 8sh | 12sh |
| IV | 20sh | 40sh | 60sh |
| VI | 60sh | 120sh | 200sh |
| VII | 105sh | 210sh | 350sh |
Bottles are provided free to Luciferans, others may purchase them at these rates:
| Bottle Size | Cost |
|---|---|
| 1 dose | 1sh |
| 4 doses | 2sh |
| 12 doses | 4sh |