Total Magical Healing a player can recive?

By Ryath, in WFRP Rules Questions

In the rule book on page 65 in regards to healing it states that " Each character can only benefit from one sccessful First Aid check per Act during an encounter. Outside of a Structured encounter, a character can benefit from one successful Frist Aid check per scene, or per the GM's discretion ". It also states that " Each character may only benefit from 1 healing draught per day. ".

While First aid checks and Healing Droughts taken do seem to have a limit on how many you can take durring a set amount of time I can't seem to find any for Magical Healing.

By the rules is there any limit on how many times a Priest of Sigmar can use his healing spell to heal one person? In combat he would have to wait for the card to refresh but could he cast it more then once on the same target in the same combat? And at the end of the fight could he just keep casting it to top off all the party memebers back to full health?

If I have missed a section in the rules that covers the limits of magical healing a page reference would be perfect, thanks for any help with this issue.

You haven't missed a page reference and it is something that has been discussed on a few different threads and there are several house rules and guidance knocking about on how different groups handle it.

Rules on using action cards, including spells, outside of a structured encounter are a bit thin on the ground generally in the written material so far, although I don't know if this is covered any more in WoM because I am still waiting for my copy.

Some groups, I know, refer to a section in the ToA about abstracting ranges to mean city blocks etc on page 16 to abstract out durations of spells and the like so that you continue to track spell recharge using tokens except you remove tokens effectively at a different rate (although still one per round) because the length of time used for a round in that type of encounter could be hours in time and is far greater than the length of time used during combat (a few secodns to a few minutes normally). seems like a bit too much micro management to me though

Personally, I allow a sort of spell refresh option outside of a structured encounter when ever fortune refreshes and also with a change of encounter or episode, or when it makes thematic sense; i also apply this concept to first aid, so basically they can be used again at GM discretion!

I tend to take a more hard line approach. My interpretation of the setting is that while the gods might intervene to save a priest's companion's life during a combat or other life-threatening situation, outside of such conditions, the gods can't be bothered to provide healing when normal rest and recovery will accomplish the same thing and a priest wouldn't dare risk angering his god by attempting to curry favor for such a blessing in non-life threatening situation. I base this on the rules for long-term care, which already provides accelerated healing for those being ministered to by professional healers, such as priestesses of Shallya in a Shallyan Ward . There would be no need for these rules if the priestesses could just repeatedly invoke Cure Wounds. The fact that we have rules for long-term care implies just the opposite; that the priestesses (must) rely on their mortal healing abilities/training rather than "spamming" their healing blessings. If that seems a bit harsh, then as with healing draughts, I would limit it to no more than once per day. There's no rationale for why a person can only benefit from 1 healing draught per day, it's just a given that magical healing is meant to be limited.

mac40k, your interpretation makes perfect sense to me. I am going to use this too, provided my players don't lynch me [they are ex-DnD mucnhkins heh)

There has been no official response to this nagging issue and it's been brought up many times for months now across multiple sites. Even the FAQ has nothing to add about this. We're left to GM fiat and house rules, for now. I'd like to know how the playtesters dealt with this question and what the design intent was.

That said, I really like mac40k's interpretation, as long as it doesn't cause the players to jump into dangerous situations just so they can get some healing magic (kind of dumb if they need to be healed to go jumping into danger, but I suppose with some groups it's possible).