A Spell: Unwound
Which is A Difficult Spell to Unmake or Change a Wound With Peculiar Side-Effects
In order to work an Unwounding, the caster must have free use of at least two grasping appendages. The most common application of Unwounding requires the caster to use these to touch the edges of a single open wound on the flesh of a creature, grab at the raw edges, and peel it completely off of the wounded body with a great heaving grunt. This leaves the creature's flesh as it was before incurring the wound, and the caster somehow holding the wound itself. The creature regains the health lost when it received the wound.
The creature may be dead or alive at the time the wound is removed, though dead creatures cannot be restored to life in this way. Internal bleeding or other internal wounds may only be affected by this spell if an additional external wound is applied to allow the caster to reach them.
A wound is the result of a single incident. A creature stabbed three times in the back has three separate wounds, even if the knife strikes the exact same location each time. This spell would have to cast three times to undo all three, and the most recent would be affected first.
The caster left clutching a wound has several options.
They may transfer the wound to another creature, if that creature has enough exposed flesh to allow the entire wound to fit; this requires the caster to perform an additional quick incantation as they apply their spittle to the internal side of the wound and a successful attack with a significant penalty on an unwilling recipient. This does exactly the same amount of damage as the wound did to its original 'owner'. A wound that should be fatal but that does not do enough 'hit point' damage to kill the recipient will not kill them, but may stun the recipient from the pain. (A sword gash across the palm of a massive giant deals 23 hit points of damage to it. This spell is cast, the gash is removed, the giant regains 23 hit points. The gash is applied to a gnome with 30 hit points, the gnome still has 7 hit points remaining but its entire body is raw, red, and skinless and the gnome must make a difficult Will save to perform actions until it receives healing.)
They may eat the wound, like a she-animal eating a placenta. This heals the caster of half the hit points the wound represents. The wound is the length and breadth of the wound as it lay on the initial creature, and about a half-inch thick. Very deep wounds have sack-like folds giving them additional volume. The wound is made of the same material as the initial creature and must be eaten raw.
They may use the wound to attract goblins or other fairies, who are drawn to a wound without a creature as a special novelty.
Creatures possessing coats of arms introduce additional complications when this spell is performed.
The removal of a wound from a creature will also remove a wound (golpe, or purpure roundel) from that creature's personal arms, should one exist within it. The receipt of a wound will, likewise, add a wound to a creature's personal arms. Should the caster have a personal arms that bears a creature on it, devouring a wound will cause that creature to vuln, biting its own breast.
Should the caster not have access to a target's wound, but the target has arms including golpe, the caster may work directly on the arms instead. In this case the caster plucks the golpe from any valid representation of the arms, which turns into the most recent wound the creature suffered.
Some noble personages include golpe in their personal arms in order to facilitate healing from afar in this manner. (All personal arms must be registered with Holy College of Arms. Changes to personal arms require additional registration and punitive tithing.)
A similar, more difficult spell is said to exist to deal with the manipulation of emotional wounds, but this may simply be the same spell performed at a higher or lower metaphysical plane.
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