Forge and Apothecary Rules
Introduction
Sometimes our events take place in areas that have a lot of built-up IC infrastructure. In these situations, it makes sense that blacksmithing and healing resources might be more readily available than usual. The following mechanics reflect this IC infrastructure by creating Forge and Apothecary spaces that are functional for PCs.
The Forge area and Apothecary area will be clearly marked as such, and each area will have a copy of its rules posted within it.
Forge Rules
While you are within the Forge area, you may repair your own armor in 60 seconds. You must not have anything in your hands while repairing your armor. You may also repair any item that does not have a special property (e.g., Silvered or Magic weapons) within the Forge area by holding that item in both of your hands for 60 seconds. If you leave the Forge while repairing armor or an item, all progress on the repair is lost and can only start again when you re-enter the Forge area.
Additionally, if you have Repair Armor or Repair Item in your current spell build and you cast the spell while you and the target of the spell are both within the Forge area, you do not expend a use of the spell. You do not need to have any remaining uses of the spell in order to utilize this effect, but you must have the spell in your build–uses of Repair Armor and Repair Item that come from Magic Items or another learned spell (such as Animal Companion or Cantrip) are still spent as normal if cast within the Forge area.
Apothecary Rules
While you are within the Apothecary area and dead, you gain a Basic Regeneration. If your body is removed from the Apothecary area before the Regeneration finishes, all progress on your Regeneration is lost and can only start again when your body is returned to the Apothecary area. Regeneration effects from other sources may continue as normal.
While you are within the Apothecary area and alive, you may heal a limb by resting for 10 seconds. While doing so, you must not have anything other than the target limb in your hands and you cannot cast any spells. If you leave the Apothecary area while healing the limb, all progress on the healing is lost and can only start again when you re-enter the Apothecary area. You may only heal one limb at a time with this effect, but you may receive healing from multiple people simultaneously.
Additionally, if you have Raise Dead or Cure Disease in your current spell build and you cast the spell while you and the target of the spell are both within the Apothecary area, you do not expend a use of the spell. You do not need to have any remaining uses of the spell in order to utilize this effect, but you must have the spell in your build–uses of Raise Dead and Cure Disease that come from Magic Items or another learned spell (such as Animal Companion or Cantrip) are still spent as normal if cast within the Forge area.
When casting Raise Dead from any source within the Apothecary area, weapons that are outside of the Apothecary area do not trigger spell failure.
Notes for Event Holders
Any Event Holder may use these mechanics at their event. You can include the following link to connect to this document: https://realms.link/Forge_Apothecary_Rules
Forge and Apothecary areas are most effective when they have clearly defined boundaries. A minimum space of 10'x10' is reccomended. Also try to use immersive set dressings to make your Forge and Apothecary areas feel like a real part of the IC world. Finally, make sure that each area includes a posted copy of the relevant rules.
If you would like to suggest a change to these mechanics, please contact the owner of this document (listed at the bottom of the page).