The Forbidden Side of Healing Magic: A Thrilling Manga Series

By admin

The improper application of healing magic in manga is a common trope that can be found in many fantasy and adventure stories. In these stories, healing magic is often portrayed as a powerful and potentially life-saving ability that can be used to heal wounds, cure diseases, and restore vitality. However, there are instances where healing magic is used in an improper or irresponsible manner, resulting in unintended consequences and negative outcomes. One example of improper healing magic is when it is used indiscriminately or without considering the consequences. In some stories, characters may use healing magic to quickly heal injuries or cure illnesses without taking the time to fully understand the underlying causes or consider the long-term effects. This can lead to situations where the characters become overly reliant on healing magic and disregard the importance of taking proper care of their bodies and health.

Rune of reparation

This can lead to situations where the characters become overly reliant on healing magic and disregard the importance of taking proper care of their bodies and health. Another common misuse of healing magic is when it is used as a deus ex machina, serving as a convenient plot device to quickly resolve conflicts or save characters from difficult situations. In these instances, healing magic is often portrayed as a magical cure-all that can fix any problem or overcome any obstacle.

Rune Magic

Rune Magic adds a variety of unique non-combat spells and effects, balanced around collecting runic energy from the Runestones scattered across the map. It also includes an optional (but recommended!) rune discovery mechanic to align with standard game progression.

Requirements

Off-site requirements

Mod name Notes
BepInExPack Valheim

Mods requiring this file

Mod name Notes
Temple of the Forsaken ONLY FOR 1.0c
Permissions and credits

Credits and distribution permission

  • Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
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  • Conversion permission You are not allowed to convert this file to work on other games under any circumstances
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Author notes

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File credits

The original images for the runes/staves are from https://en.wikipedia.org/wiki/Icelandic_magical_staves
The standing stone model is based off of https://sketchfab.com/3d-models/bcd-ps-txt-0966ca71cb424cb0a5610f5178119c3a
The program used to generate the magic circles was based off of https://github.com/CiaccoDavide/Alchemy-Circles-Generator

Donation Points system

This mod is opted-in to receive Donation Points

Changelogs

Version 1.1.22

  • Minor changes for compatibility with Valheim v0.217.22

Version 1.1.21

  • Minor changes for compatibility with Valheim v0.217.14

Version 1.1.20

  • Minor changes for compatibility with Valheim v0.216.9

Version 1.1.19

  • Fixed a bug where rain in the Mistlands didn't trigger the Canopy Rune.
  • Added additional null checks to improve reliability when running alongside other mods.

Version 1.1.18

  • Changed the Canopy Rune VFX slightly, and greatly improved its performance.
  • Fixed a visual issue where objects in front of the canopy field would still have distortion around their edges.
  • Improved Canopy Rune visuals during snowy weather.
  • Added bad luck protection to rune unlocking; the max number of new Runestones discovered without unlocking a new rune is capped to twice the average.
  • Fixed a bug where mods that added WaterVolumes without a mesh would cause error spam.
  • Fixed a compatibility issue with the Jewelcrafting mod.

Version 1.1.17

  • Fixed a compatibility issue with the Colorful Pieces mod
  • Rune Focus energy is no longer depleted while in the no-cost debug mode
  • Invalid config entries (e.g. due to typos) are handled more gracefully now

Version 1.1.16

  • Fixed a compatibility issue with the ElementalFalls and ElementalOrbs mods.

Version 1.1.15

  • Fixed the version sync code so that it won't fail when other mods throw errors that are otherwise recoverable.
  • Added a cleanupNearbyRunes debug command, for cases when runes can't be removed normally (e.g. stuck underground).

Version 1.1.14

  • Minor changes for compatibility with the Mistlands update (Valheim v0.212.7)
  • Set up the Rune of Alertness to work with the new creatures that were added in Mistlands.

Version 1.1.13

  • Fixed a bug when interacting with Runestones in a biome with no unlockable runes.

Version 1.1.12

  • Fixed a bug with the Moder altar runestone VFX that caused exceptions on startup when running on a dedicated server.
  • Changed the error message when a client tries to connect to a server without the mod, it should now be a little more informative.
  • Changed the version check message to make it clear that it's from RuneMagic.

Version 1.1.11

  • Fixed a bug with the Moder altar runestone, and added special VFX handling for it.
  • Added an invalid placement message when attempting to place engraved runes on non-standing stones.
  • Minor tweak to the invalid placement messages so they disappear immediately when placement becomes valid.
  • Changed the version check log message to only show the major and minor versions, since those are what's checked for compatibility.
  • Fixed a bug that in certain cases caused error message spam on shutdown.

Version 1.1.10

  • Fixed the Dry Land and Calm Waters runes (broken by 0.209.10)
  • Fixed some exception handling/logging

Version 1.1.9

  • Fixed the Alertness Rune aggro indicator positioning for Abominations
  • Fixed the internal name for the Rune Focus recipe to hopefully prevent issues with other mods

Version 1.1.8

  • Added support for custom translation files for other languages
  • Added discoverRune and forgetRune console commands
  • Fixed a patch ordering conflict with Jotunn (for details see the "Error spam when opening menu" bug)
  • Fixed a minor bug where Runestones would sometimes incorrectly show as empty for a while

Version 1.1.7

  • Minor changes for compatibility with the new update (Valheim v0.207.20)
  • Changed the error message when a client without the mod installed tries to connect, it should now be a little more informative

Version 1.1.6

  • Fixed a bug where the Rune of Repair would try to repair certain invalid targets
  • Fixed a bug with the Foundation Rune animation timing at the edges of the effect
  • Foundation Rune should now use the correct max/min terrain height, even if they've been altered by other mods

Version 1.1.5

  • Fixed a visual bug with the repair VFX where certain objects could cause the light to appear in the wrong place
  • Fixed a visual bug with the repair VFX when attached to moving objects
  • Fixed a bug where the Rune of Repair could sometimes repair structures beyond their maximum hp
  • Improved the speed at which Rune of Repair recognizes and begins to repair damage

Version 1.1.4

  • Fixed the Rune of Repair so it won't spam errors in the console if it tries to repair an object with an unreadable mesh

Version 1.1.3

  • Fixed the Rune of Repair so it won't spam errors in the console if it tries to repair an object with a null or empty mesh

Version 1.1.2

  • Fixed a rare bug where the boulder summoning animation doesn't get cleaned up properly, and made the related code a little more robust to reduce the chance of problems with other mods

Version 1.1.1

  • Fixed Vulkan compatibility issues

Version 1.1.0

  • Minor changes for compatibility with the Hearth and Home update (Valheim v0.202.14)

Version 1.0.5

  • Fixed a performance issue that caused momentary fps drops when moving around the map

Version 1.0.4

  • Fixed the bug where Rune Focus energy could sometimes be stuck at one less than the maximum
  • Added a brief grace period to passive runes before they start draining energy, so you can equip the Rune Focus and switch runes without wasting energy

Version 1.0.3

  • Fixed a conflict with Epic Loot's carry weight+ enchantment, and made the max weight modification more robust

Version 1.0.2

  • Added a workaround for the runic energy extraction issue
  • Fixed an issue with removing runes, where the refunded energy could go to the wrong Rune Focus if there were multiple in the player's inventory

Version 1.0.1

  • Fixed the bug where Hammer category names were set to English instead of the current language
  • Changed the way range is extended for large pieces to have less chance of conflicting with other mods
  • Added a config option to disable the range extension behavior entirely
  • Changed the restriction that only allows tools to remove things they can place, to avoid impacting tools added by other mods
  • Fixed the bug that sets the Rune Focus durability to max when being upgraded, when certain other mods are also present
  • Made the code around extracting energy more robust - I couldn't replicate the exact bug some people were seeing, but this will hopefully help
Donations

Both straight donations and premium membership donations accepted

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  • 22 different runes to cast or engrave on standing stones
  • Subtle and powerful visual effects
  • Progression system that rewards exploration
  • Works seamlessly with pre-existing worlds
  • Usable out of the box, but configuration allows tweaking balance as desired
  • Server authoritative configuration, so players can't cheat by changing their local config

Extracting Runic Energy
Next, you'll need to find a Runestone out in the world. Put your rune focus in the top row of your inventory, then press the key associated with that slot to use the rune focus on the Runestone and extract its energy. The amount of runic energy stored in your focus is indicated by its durability.

Unlocking Runes
Each Runestone has a particular rune associated with it, which you can unlock by extracting runic energy from it. However, which runes a Runestone has the potential to unlock depends on its biome. As you progress to more dangerous areas, you'll be able to unlock more useful and interesting effects.

  • The rune focus behaves similarly to the hammer, with a table of possible effects and a single one you can select at any given time. With it equipped, right click to see all of the runes you currently have unlocked.
  • Runes in the Casting/Creation tabs are instantanous effects. Click on a valid location (the ground or breakable rock, depending on the rune), and the effect will happen. Some of these can also be resized, by scrolling the mouse wheel. The cost to cast is shown at the bottom of the screen, where the required resources would normally display.
  • Runes in the Augments tab are passive effects. So long as you have one of them selected, and the rune focus equipped, its effect will be active. Rather than a one-time cost, these will continuously drain runic energy while active.
  • Runes in the Engraving tab are persistent effects. They can be placed on certain rock formations (waystones and menhirs) or on the constructible standing stone (found in the Misc tab of the hammer's build menu). They have a one-time cost to place, and can be removed (middle click with the rune focus) to refund their cost. Note that if the structure they're placed on is destroyed, they'll disappear without refunding their cost.

Note: If this is installed on a server, everyone connecting to the server will also need to have the same version of this mod installed (attempting to connect without it, or with the wrong version, will result in an error message).

To find your local Valheim installation, go to Steam, right click on Valheim in your library, and choose Preferences. In the sidebar on the left, choose Local Files, and then Browse.

Configuration
The configuration is split across two files, runemagic_server_config.cfg and runemagic_player_config.cfg , which can be found in the BepInEx/config folder in your local Valheim installation. As with runemagic.dll , these should be present on both the client and server. If they're missing, they'll be recreated when the game is started.

  • Changing the stored runic energy/charge time of Runestones, and the chance they'll unlock a new rune when you interact with them.
  • Turning off the progression system (so all runes start unlocked).
  • Enabling/disabling each rune individually.
  • Setting the runic energy cost of each rune.
  • A few miscellaneous settings like whether or not the rune focus is equippable while swimming.

Translation Support
This mod only comes with English built in, but it supports custom translation files. Custom translation files will be read from BepInEx/plugins/Translations//runemagic.json (the list of possible language folder names can be found here). If any individual translation entries are missing, they'll default to the English version.

If you're looking to create a translation file for another language: On startup, if the Translations folder exists, the English version of the translation file will be saved to Translations/English/runemagic.json . This contains all of the localization keys and corresponding text used in this mod.

Detailed Rune Descriptions

Spoiler: Show
  • Restoration Rune: This will revert any changes to the terrain in the affected area, leaving it in its original state. This includes elevation changes (e.g. from mining) and cultivation/paving. It won't move anything placed on the terrain, so be careful if you raised the ground and then built on it.
  • Foundation Rune: This will flatten the terrain in the affected area. The final height is the ground height at the point clicked (by default), but this can be changed to use the ground height under the player using the mod config.
  • Shattering Rune: This allows players to precisely break pieces of stone. Mouse over breakable stone, and it'll highlight which chunk will be broken on-click.
  • Blasting Rune: When placed, this will destroy stone in a small radius after a short delay, also dealing a small amount of damage to anyone standing too close. It can only be placed on breakable stone.
  • Rune of the Stonecaller (various): These summon rock formations from the ground, varying from small boulders to the towering stone pillars of the plains. Be careful before casting these, since once summoned the boulders are ordinary stone and will have to be mined away the old fashioned way if you want to remove them.
  • Rune of Alertness: While selected (and the rune focus is equipped), you'll be able to detect nearby enemies and their direction/distance, indicated by the size/angle of the phantom heads floating around you. Any alerted enemies will have a glowing yellow indicator above their heads, which turns orange if they aggro another player, and red if they're aggroed on you.
  • Rune of Ocean Currents: While selected and controlling a ship, this will apply a small force in the direction you're looking. Wind is still the major factor in boat speed, but this makes maneuvering in tight spaces much easier.
  • Rune of Frozen Footfalls: While selected and standing near water, icebergs will form beneath your feet, allowing you to walk on the surface of the water. This only costs runic energy if you're actually close enough to water to cause the icebergs to form.
  • Rune of Decumberance: While selected (and the rune focus is equipped), this prevents you from being encumbered. However, the cost to maintain the effect scales with the amount you're carrying above your normal maximum.
  • Canopy Rune: When placed on an appropriate surface (a summoned waystone or menhir, or a constructed standing stone), this will shield the nearby area from the weather, preventing rain from getting things wet or causing water damage. However, this does not block wind, so while rain won't put out fires, the wind still might.
  • Rune of Dry Land: When placed on an appropriate surface, this will lower the water level in an area around it.
  • Rune of Calm Waters: When placed on an appropriate surface, water in the nearby vicinity will be calm regardless of how strong the wind is blowing. The rune will glow brighter the more wave activity it's compensating for.
  • Rune of Repair: When placed on an appropriate surface, nearby buildings and ships will very slowly regenerate. While nothing in the area is damaged, it will remain quiescent.
Improper application of healing magic manga

While this may provide a temporary solution, it can cheapen the story and undermine the development of the characters and their abilities. **Furthermore, the improper use of healing magic can also lead to a lack of tension and stakes in the narrative.** If characters can simply be healed of any injury or ailment, it diminishes the sense of danger and urgency that is often necessary to create a compelling story. The risk and consequences associated with physical harm are an important element in many narratives, and when healing magic is misused, it can undermine the tension and impact of these moments. Finally, improper healing magic can also perpetuate unrealistic expectations and misconceptions about health and healing. In some stories, healing magic is portrayed as an easy and effortless solution, giving the impression that all physical and mental ailments can be instantly cured without any effort or sacrifice. This can create unrealistic expectations for readers and viewers, and may also perpetuate harmful beliefs about the nature of health and the importance of self-care. In conclusion, the improper application of healing magic in manga is a common trope that can have negative consequences for the narrative and the portrayal of health and healing. Whether it is used indiscriminately, as a convenient plot device, or to resolve conflicts too easily, the misuse of healing magic can undermine the tension, stakes, and realism of a story. It is important for writers and readers to consider the implications of healing magic and its role in their narratives to ensure a more balanced and impactful storytelling experience..

Reviews for "The Curse of the Healing Magic: A Tragic Tale"

- Sarah - 2/5 stars - I found "Improper application of healing magic manga" to be quite disappointing. The story started off promising, with a unique concept of healing magic being misused, but it quickly became repetitive and predictable. The characters felt one-dimensional and lacked any real depth. Additionally, the artwork was nothing special and didn't help to make the story more engaging. Overall, I was hoping for more from this manga, but it fell short of my expectations.
- Mike - 1/5 stars - Personally, I couldn't stand "Improper application of healing magic manga". The plot felt extremely convoluted and confusing, leading to a frustrating reading experience. The protagonist came across as irritating and unrelatable, making it difficult to root for their journey. The illustrations were lackluster and failed to bring any excitement or interest to the story. I honestly struggled to finish this manga and wouldn't recommend it to anyone.
- Emily - 2/5 stars - I had high hopes for "Improper application of healing magic manga", but it ultimately left me disappointed. The pacing felt off, with important plot points rushed over while mundane details were given unnecessary attention. The world-building lacked depth, making it difficult to fully immerse myself in the story. Additionally, I found the dialogue to be stiff and unnatural, further distancing me from the characters. Overall, while the concept had potential, the execution fell flat.

The Corruption of Healing Magic: A Manga Adventure

When Healing Magic Becomes a Weapon: An Epic Manga Saga