Source: Terra Magia Core Rules p. 57
If a dying character has entered Death Stage 3 and is brought back from the brink of death that doesn’t mean they are always back at full capacity. Roll a d8 on an 8 there’s no permanent damage on a 1 through 7 you apply one of the injuries below randomly or pick based on what nearly killed them. These injuries are semi-permanent, meaning that they are persistent over the remaining life of the character and normal medicine and magic cannot heal these. Instead the only ways to remove one of these injuries is to spend a Full Rest to perform a surgery which requires an Extreme Threshold Medicine check, finding a spell that specifies it cures such injuries or spending a night in a Stem Chamber which costs 10,000 gold per use. Stem Chambers can be used to heal nearly any physical damage.
Damaged Eye: Your field of view is reduced and ranged attacks coming from your blinded side have 1 advantage dice against you.
Damaged Jaw: The character has a difficult time speaking properly, and talking clearly in combat or other time-sensitive situations so it takes a minor action.
Damaged Torso: The character has disadvantage to all Endurance rolls, to reflect the difficulty they now have when drawing breath.
Damaged Leg: The character takes one disadvantage to movement based Swiftness rolls unless the injury is compensated for with prosthetics or other tools.
Damaged Arm: Character cannot make use of two handed equipment, unless using prosthetics.
Organ Damage: The character has a weakened immune system, and has disadvantage to resist physical Ailments.
Phobia: The character has developed a fear of whatever force injured them so severely. When exposed to that specific danger again, they must make an average Mental Fortitude check or suffer 3 severity Fear. (healed through therapy, Stem Chamber has no effect, but the price is sill the same)
Source: Terra Magia Core Rules p. 56
A character that falls to 0 HP enters a state of dying. They immediately fall down, lose control of their magic, and cannot move or take actions. The dying character has entered Death Stage 1, and has at least 5 rounds to receive medical intervention or they will die. Another character can administer first aid with a successful Medicine check, this stabilizes a dying character, not healing them but keeping them from death, at least until they take damage starting the process over again. If damaged while in a death stage, you go down to the next stage automatically.
There are 5 Death Stages, once per round on their turn the character can must attempt an Average threshold Endurance check to Stabilize and prevent moving to the next Death Stage. Each fail moves the character to the next Death Stage. If at Death Stage 5 and a character fails then they have finally died. If the Enduracne check succeeds with 10 degrees of success or more the character gets back up with 1HP. Each turn the character can attempt to will themselves up with 1HP, this requires an Extreme Endurance check. This must be attempted after the Stabilization check and if it is failed you drop to the next stage of death. If dropped to a state of dying multiple times in the same day with each drop increases the threshold to stabilize to the next threshold tier.
If a dying character has their VP restored, but is still at 0 HP, they are no longer unconscious due to their dying state and are able to move and act as normal. Despite their artificial vigor, they will still die after one minute (10 rounds) passes unless they receive HP restoration. Any HP restoration completely cures the dying state of the character.
Source: Terra Magia Core Rules p. 58
Even after death there is still a chance to save a character by bringing them back to life. After death, there is a 12 day time period during which the body of the deceased can be taken to a disciple of the titan Mavet or other powerful mage. This comes with a price however as the ones attempting to revive someone, must pay five points of HP, VP or MP from their own pool. This cost is permanent but can be split between multiple characters. Alternatively taking the dead to a Stem Chamber which costs 100,000 gold instead of HP, VP, or MP, is also an option. When the character is revived a d20 must be rolled and an effect from the table below occurs.
Roll | Effect
1-4: Parts of memory is permanently lost
5-8: You come back with an alteration perk
9-12: Your age shifts by 10 years. Increasing if odd, and decreasing if even.
13-16: Your stats are swapped around but their values don’t change
17-20: No Side Effect