College of Healing

Sample Spell Name
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Sample spell description


Spells still needing structure:


Name: Body-Reading ## Difficulty: IQ/H ## College: Healing ## Type: Information; Resisted by Will ## Description: Creates in the mind of the caster a visual and tactile “image” of the interior of the subject’s body. Useful for diagnosing pain or illness of uncertain origins, this spell reveals organ ruptures and internal bleeding, bone fractures – even the sex of an unborn child. Use Regular range modifiers. Essentially, this is the magical equivalent of a detailed series of X-rays; what the caster can do with the information gained depends on his medical skills. The spell does not reveal the exact nature of any poisons or diseases that may be affecting the subject, but it gives a +2 to any subsequent Poisons or Diagnosis roll. The caster must touch the subject. Modifiers: -2 if the subject is of a different species than the caster (an Elven wizard reading a human subject, for instance), -4 or worse if totally alien! ## Prerequisites: Sense Life or Awaken. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 2. ## Time to cast: 30 seconds. ## Item: Headgear or jewelry. Works only on wearer. ## Energy Cost to create: 200. ##


Name: Final Rest ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: When cast on a dead body, this spell renders the subject immune to all Necromantic magic. The spirit of the deceased cannot be summoned, nor can the body be animated (or Resurrected). It has no physical effect on the body. The spell may be cast at any time after the subject dies, but there is a cumulative -1 penalty for each month that the subject has been dead, to a maximum of -10. Any given caster may attempt the spell only once per subject. This spell has no effect on a living person, and will not affect the undead who have already risen. In many settings, this spell is an intrinsic part of funeral rites, and may be restricted to the clergy. GMs may wish to change the prerequisite from Magery to Power Investiture or Blessed. In other settings, this spell is unnecessary; ordinary non-magical funeral rites are sufficient to safeguard the dead from necromancy. It is usually assumed that this spell functions by sending the soul of the deceased from the mortal plane into the presence of their deity. Some, however (usually members of one death-cult or another), believe that this spell works by destroying the disembodied spirits of the dead! This is also a Necromantic spell. ## Prerequisites: Magery 1 or Spirit Empathy. “Holy” persons may be able to cast this spell without either prerequisite. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Permanent. ## Cost: 20. ## Time to cast: Minimum 10 minutes. This spell is always cast ceremonially. ## Item: This spell may be consecrated into funerary regalia. Energy cost: 1,200. ##


Name: Lend Energy ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Restores the subject’s lost Fatigue Points, at an energy cost to the caster. Cannot increase the subject’s FP score above its normal maximum. ## Prerequisites: Magery 1 or Empathy (p. B51). ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: Any amount; the energy spent by the caster goes to the subject as restored FP (e.g., if the caster spends 5 energy, the subject regains 5 lost FP). Casting cost is not reduced by high skill. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 100. ##


Name: Lend Vitality ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Temporarily restores the subject’s lost Hit Points, at an energy cost to the caster. Cannot increase the subject’s HP score above its normal maximum. Since restored HP vanish after one hour and the spell cannot be maintained, this spell is only a stopgap measure. ## Prerequisites: Lend Energy. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: Any amount; the energy spent by the caster goes to the subject as restored HP (e.g., if the caster spends 5 energy, the subject regains 5 lost HP). Casting cost is not reduced by high skill. Cannot be maintained; must be recast. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 250. ##


Name: Share Energy ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: The caster makes his FP available to another wizard’s spell casting. The caster may only cast this spell on himself. He must specify who can draw FP from him in the next second – nobody else may do so. More than one wizard may be specified, and a limit of 5 FP may be drawn in a single second. The caster may specify a lower limit! HP may not be used to cast this spell. If a specified wizard does not draw FP before the caster’s next turn, the Share Energy spell expires, costing the caster one FP. The wizard casting the other spell does not have to be aware of the Share spell’s existence. As he casts his spell, he will feel an outside energy attempting to aid him – he may yield to that or deny it, paying the cost himself. A spell can draw power from only one Share spell. If more than one Share spell is cast, use the closest one; roll randomly if two are equally close. ## Prerequisites: Lend Energy. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: The FP must be used in a spell that turn. Cannot be maintained. ## Cost: Twice the amount actually used by the wizard who draws the FP. The energy spent by the caster goes to power another wizard’s spell. FP beyond that needed by the spell is not transferred to the other wizard – use Lend Energy to do that. The cost to cast this spell is never reduced by high skill. A minimum of 1 FP is always spent when casting this spell. ##


Name: Recover Energy ## Difficulty: IQ/H ## College: Healing ## Type: Special ## Description: Rest and recover Fatigue Points more quickly than normal by drawing energy from the mana around him. A normal person recovers 1 FP every 10 minutes. A mage who knows this spell at skill 15 or higher recovers 1 FP every 5 minutes. A mage who knows this spell at skill 20 or higher recovers 1 FP every 2 minutes. No further improvement is possible. Note that this spell works on the caster himself; it cannot restore FP to others. The mage must rest quietly, but no ritual or die roll is required. While resting, he can maintain ordinary spells, but not those that require concentration. This spell does not function in low- or no-mana areas. ## Prerequisites: Magery 1 and Lend Energy. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: None. ## Item: Jewelry. Permits wearer to recover as though he had this spell at level equal to item’s Power; always on. A very rare item! ## Energy Cost to create: 1,000; must be made of alloyed gold and platinum (minimum value of a small ring $500). ##


Name: Remove Contagion ## Difficulty: IQ/H ## College: Healing ## Type: Area ## Description: Purifies the subject area of contagious disease-causing agents – microbes, disease spirits, foul air, etc. – rendering it sterile and free from infection. This spell can be used to cleanse and sterilize anything from a disease-cult temple to an operating theatre. It will not cure or relieve disease in living creatures; it serves only to cleanse and purify objects and surfaces. Infectious areas or objects treated with Remove Contagion cannot serve as a source of contagion (see Contagion, p. B443) until reinfected. ## Prerequisites: Decay, Clean, or Cure Disease. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Until disease-causing agents return to the affected area. ## Cost: (Base) 3. ## Time to cast: 2 seconds. ## Item: Wand or staff, decorated in a snake pattern. Subject must be touched by item. ## Energy Cost to create: 400. ##


Name: Awaken ## Difficulty: IQ/H ## College: Healing ## Type: Area ## Description: Renders the subject (or subjects) awake and alert. It instantly counters the effects of stunning. If the subject is very fatigued (less than 1/3 basic FP), this spell renders him alert for an hour but costs him 1 FP at the end of that time. It has no effect on those with 0 or fewer FP. Sleeping or unconscious subjects get a HT roll to awaken, at a bonus equal to the caster’s margin of success. A subject rolls at -3 if unconscious due to injury, at -6 if drugged. ## Prerequisites: Lend Vitality. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: (Base) 1. ## Item: Wand or staff. The item must touch the subject. ## Energy Cost to create: 300. ##


Name: Relieve Sickness ## Difficulty: IQ/H ## College: Healing ## Type: Regular; Resisted by subject spell ## Description: Temporarily relieves a subject of any sickness symptoms he may have been displaying (fever, dizziness, rash, cough, etc.). The spells Sickness and Drunkenness get to resist. Note that only the symptoms are cured. Relieve Sickness will sober a drunk for the duration – but for a permanent cure, use Neutralize Poison. ## Prerequisites: Lend Vitality. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 10 minutes. ## Cost: 2. Cannot be maintained; must be recast. ## Time to cast: 10 seconds. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 250. ##


Name: Share Vitality ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: The caster heals another’s injuries by transferring them to himself, losing as many HP as the subject heals. If the subject had a crippled limb, it will remain so – only the HP loss is healed. Likewise, the injury applied to the caster will not cripple him (although it could certainly put him into unconsciousness or even kill him; the spell includes no “safety net” for overly kind wizards). The caster does not suffer the normal skill penalty for spending HP to cast spells, nor is he penalized for recasting on the same subject. Duration: Permanent; the caster can be healed of his new injuries through normal or magical means. ## Prerequisites: Lend Vitality. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: No energy need be expended; high skill only affects casting time. ## Time to cast: 1 second per HP transferred. ##


Name: Resist Disease ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: The subject is immune to diseases for the duration of the spell, as per the Immunity to Disease advantage (p. B80). This is also a Protection and Warning spell. ## Prerequisites: Remove Contagion or Vigor. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: 4 to cast. 3 to maintain. ## Time to cast: 10 seconds. ## Item: (a) Jewelry. Always on; the wearer is immune to diseases. A rare and prized item! ## Energy Cost to create: 1,000 for an item that resists one specific disease, 2,500 for one that resists all diseases. ## Item: (b) Jewelry. Always on; prevents the wearer from spreading any disease he may have. “Lepers’ Cords” are an example of this item. ## Energy Cost to create: 250. ##


Name: Resist Poison ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: The subject becomes immune to poisons for the duration of the spell. For some very persistent poisons, this is only a delay of the inevitable, since traces of the poison may still be in the subject’s system when the spell ends! This is also a Protection and Warning spell. ## Prerequisites: Vigor. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: 4 to cast. 3 to maintain. ## Time to cast: 10 seconds. ## Item: Jewelry. The item must bear a picture of a unicorn. Always on; wearer is immune to poison. A rare and prized item! ## Energy Cost to create: 500 for an item that resists one specific poison, 4,000 for one that resists all poisons. ##


Name: Stop Bleeding ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: The subject stops bleeding immediately, as if bandaged by someone with the First Aid skill (p. B195). This restores 1 HP, and prevents further HP loss from bleeding if the optional bleeding rules (p. B420) are in effect. The subject of this spell may not subsequently benefit from further bandaging of the same wounds. This spell may also be used to stabilize a mortal wound (p. B423), at a substantially higher cost. ## Prerequisites: Lend Vitality. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Permanent, although later injuries will bleed normally. ## Cost: 1 to stop bleeding on a normal wound; 10 to stabilize a mortal wound. ## Item: Any item. The item must bear a picture of a pelican. It prevents its wearer from bleeding and from suffering mortal wounds. ## Energy Cost to create: 500. ##


Name: Minor Healing ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Restores up to 3 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these things. This spell is risky if used more than once per day by the same caster on the same subject. If you try, roll at -3 for the first repetition, -6 for the second, and so on. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure – unless you are trying the spell more than once per day on the same subject. ## Prerequisites: Lend Vitality. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 1 to 3. The same amount is restored to the subject. ## Item: Wand or staff, decorated in a snake pattern. The item must touch the subject. Usable only by mages, or by non-mages with Physician skill 15 or higher. ## Energy Cost to create: 600. ##


Name: Major Healing ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Restores up to 8 HP to the subject. Does not eliminate disease or poison, but will cure damage caused by these things. Otherwise, this spell functions just like Minor Healing: it is at -3 per casting on the same subject in one day, and Physician skill at level 15 or higher will mitigate the effects of a critical failure. The penalties for repeated casting accrue separately for Minor Healing and Major Healing. For instance, a caster could cast both spells on the same subject in the same day at no penalty. ## Prerequisites: Magery 1 and Minor Healing. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 1 to 4. Twice the amount spent is restored to the subject. ## Item: Wand or staff decorated in a snake pattern. The item must touch the subject. Usable only by mages, or by non-mages with Physician skill 20 or higher. ## Energy Cost to create: 1,500. ##


Name: Great Healing ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Restores all of the subject’s missing HP. Does not eliminate disease or poison, nor does it restore crippled or missing body parts, but it can heal HP lost to any of these things. A given subject can only benefit from this spell once per day, whether cast by the same caster or by a different caster each time. If you have the Physician skill at level 15 or higher, a critical failure with this spell counts only as an ordinary failure. ## Prerequisites: Magery 3 and Major Healing. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 20. One try per day per subject. ## Time to cast: 1 minute. ## Item: Wand or staff decorated in a snake pattern. The item must touch the subject. Usable only by mages, or by non-mages with Physician skill 25 or higher. ## Energy Cost to create: 4,000. ##


Name: Cure Disease ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Eliminates one type of disease or infection from the body of the subject. A successful Diagnosis roll (by the caster or another) should precede the casting; if not, spell use is at -5! Does not cure any damage the illness has done to the subject; the spell just eliminates the underlying sickness. ## Prerequisites: Relieve Sickness and Major Healing. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: The illness is gone, but the subject isn’t immune forever… ## Cost: 4. ## Time to cast: 10 minutes. One try. ## Item: Wand or staff, decorated in a snake pattern. The item must touch the subject. Usable only by mages. ## Energy Cost to create: 800 to cure one specific disease, or 1,500 for an item that cures any disease. ##


Name: Neutralize Poison ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Eliminates all traces of one chosen poison from the body of the subject. A successful Poisons roll (by the caster or another character) should precede the casting in order to identify the poison being treated; if not, spell use is at -5! This spell is of no use against alchemical elixirs other than those that do direct damage. Does not cure existing damage – the spell just removes the remaining poison, avoiding any further damage. ## Prerequisites: Either Magery 3 and Test Food or Cure Disease. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Permanent. ## Cost: 5. ## Time to cast: 30 seconds (beware fast-acting poisons!). One try. ## Item: Staff or wand decorated in a snake pattern. Usable only by a mage or a non-mage with Physician-20 or higher. The item must touch the subject. ## Cost to create: 400 for an item that cures one specific poison, 1,500 for an item that cures any poison. ##


Name: Instant Neutralize Poison ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: As Neutralize Poison, but works instantly. A Poisons roll is not required for successful use of this spell! ## Prerequisites: Magery 2 and Neutralize Poison. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 8. One try per day. ## Item: Wand or staff, decorated in a snake pattern. The item must touch the subject. Usable only by a mage or a non-mage with Physician-20 or higher. ## Energy Cost to create: 800 for an item that neutralizes one specific poison, 3,000 for an item that will neutralize any poison. ##


Name: Relieve Addiction ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Partially replaces a “daily dose” of some drug required by the subject. The subject will still feel the psychological effects of missing a dose (that is, a Will-modified HT roll is still required to count the day toward shaking off the addiction), but will not suffer any physical damage from withdrawal. Modifiers: This spell is at a -4 penalty if the caster casts it on himself, and at a cumulative -4 per consecutive daily casting on the same subject (thus, it gets harder and harder for the spell to replace the drug). In addition, the withdrawal penalty inherent to the drug is applied to any casting! ## Prerequisites: Neutralize Poison. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 day. ## Cost: 6. Cannot be maintained. ## Time to cast: 10 seconds. ##


Name: Relieve Madness ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Temporarily restores a subject’s sanity, relieving him from a single Delusion, Phobia, Compulsion, or spell-induced Madness (caster’s choice). The Madness and Permanent Madness spells get to resist. This is also a Mind Control spell. ## Prerequisites: Lend Vitality and Wisdom. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 10 minutes. ## Cost: 2. Cannot be maintained. ## Time to cast: 10 seconds. ## Item: Wand, staff, or jewelry. ## Energy Cost to create: 850. ##


Name: Restore Sight ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Temporarily restores the subject’s sight, regardless of what caused the loss (if the loss of sight is magical in nature, however, the responsible spell gets to resist). The eyes must not be completely missing (that requires Regeneration). For a permanent cure, use Restoration. ## Prerequisites: Minor Healing and either Keen Vision or Strike Blind. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: Equal to half of the restored Vision score (Per + Acute Vision); half to maintain. ## Time to cast: 5 seconds. ## Item: Jewelry or clothing. Always on. ## Energy Cost to create: 1,000. ##


Name: Restore Hearing ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Similar to Restore Sight, but for Hearing. The eardrums or other organs of hearing must not be completely missing. ## Prerequisites: Minor Healing and either Keen Hearing or Strike Deaf. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: Equal to half of the restored Hearing score (Per + Acute Hearing); half to maintain. ## Time to cast: 5 seconds. ## Item: Jewelry (earrings are especially appropriate) or clothing. Always on. ## Energy Cost to create: 1,000. ##


Name: Restore Memory ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Used to cure the victims of memory loss, either mundane or magical. The spell restores one forgotten fact or skill at a time. The Forgetfulness spell resists; Permanent Forgetfulness resists at +5. This spell will not permit the subject to recall something that he never actually memorized in the first place (but see the Recall spell, p. 106). The spell is risky if used more than once per day on the same subject: each repeat casting is at a cumulative -3 penalty. A critical failure is very hazardous – the memory being sought is destroyed forever, and the subject is plunged into a frightening sequence of buried memories lasting 2d minutes. This causes a Fright Check at a -6 penalty. If the caster has Psychology skill at 15 or higher, a “critical failure” on this spell counts as an ordinary failure – unless he has already tried the spell more than once that day on the same subject. ## Prerequisites: Awaken and IQ 11 or higher. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: The memory is recovered permanently. ## Time to cast: 10 seconds. ## Cost: 3. ## Item: Wand or staff; the item must bear a picture of an elephant. The item must touch the subject. ## Energy Cost to create: 600. ##


Name: Restore Speech ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Similar to Restore Sight, but for Speech. The tongue and vocal cords cannot be completely missing. ## Prerequisites: Minor Healing and either Great Voice or Strike Dumb. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 hour. ## Cost: 5 to cast. 3 to maintain. ## Time to cast: 5 seconds. ## Item: Jewelry or clothing. Always on. ## Energy Cost to create: 1,000. ##


Name: Stop Paralysis ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Counters temporary paralysis (due to spell, paralysis gun, etc.). An ongoing spell (such as Paralyze Limb or Total Paralysis) gets a resistance roll. Cost: 1 for a single limb. 2 for the whole body. ## Prerequisites: Either Minor Healing and Paralyze Limb or Major Healing. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Item: Staff, wand, or jewelry. ## Energy Cost to create: 200. ##


Name: Relieve Paralysis ## Difficulty: IQ/H ## College: Healing ## Type: Regular ## Description: Temporarily restores a subject’s use of his paralyzed or crippled limbs. The limbs must not, of course, be completely missing (that requires Regeneration). Since limbs wither with disuse, the GM should use his judgment and assess DX and ST penalties to the use of such restored limbs. ## Prerequisites: Stop Paralysis. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: 1 minute. ## Cost: Equal to the crippling threshold for the limbs affected. Same to maintain. ## Time to cast: 10 seconds. ## Item: Jewelry or clothing. Always on. ## Energy Cost to create: 200 per point of crippling threshold effectively restored (should the wearer’s crippling threshold be higher than the capacity of the item, assess the difference as a penalty to DX and ST for that limb). ##


Name: Restoration ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Regain the use of one crippled limb or damaged eye – also restores lost hearing, smell, etc. Will not work on a lost limb or eye – that requires Regeneration. If a limb has been amputated and is intact, you may try Restoration within the hour, at -5 to skill, to put it back on! ## Prerequisites: Either Major Healing or any two of Relieve Paralysis and the various “Restore” spells. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Permanent. ## Cost: 15. One try. ## Time to cast: 1 minute to cast the spell; 1 month before the process of restoration is complete. The part may not be used at all until the month has passed; it simply won’t work, even though it may appear to be healthy. ## Item: Wand or staff, decorated in a snake pattern. Usable only by mages. Subject must be touched by item. ## Energy Cost to create: 2,000. ##


Name: Instant Restoration ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: As Restoration, but works instantly. ## Prerequisites: Magery 2 and Restoration. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 50. One try. ## Item: Wand or staff, decorated in a snake pattern. Usable only by mages. The item must touch the subject. ## Energy Cost to create: 2,500. ##


Name: Regeneration ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Regrow one lost limb or eye. ## Prerequisites: Magery 2 and Restoration. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Permanent. ## Cost: 20. One try. ## Time to cast: 1 minute to cast the spell; 1 month before the process of regeneration is complete. The regenerating part may not be used at all until the month has passed. ## Item: Wand or staff, decorated in a snake pattern. Usable only by mages. The item must touch the subject. ## Energy Cost to create: 3,000. ##


Name: Instant Regeneration ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: As Regeneration, but works instantly. ## Prerequisites: Magery 3 and Regeneration. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 80. One try. ## Item: Wand or staff, decorated in a snake pattern. Usable only by mages. The item must touch the subject. ## Energy Cost to create: 4,000. ##


Name: Cleansing ## Difficulty: IQ/H ## College: Healing ## Type: Regular; Special Resistance ## Description: Cleanses the subject of any foreign matter in his tissues, including cactus or porcupine spines, arrowheads, barbs, bullets, splinters, etc. Also eliminates external (but not internal) bacteria and parasites. Has no effect against diseases, poisons or drugs. The subject must be willing or totally helpless (e.g., bound or unconscious) and the caster must touch him. “Foreign matter” that is somehow integral to the subject (gold teeth, steel plates or rods, glass eyes, cyberware, and so on) must be excluded by the caster or it may be destroyed as well! If the caster is careless (or malicious), each item resists separately with HT+5 of the subject. ## Prerequisites: Minor Healing and Purify Earth. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Instant. ## Cost: 2 to cleanse a hand or foot, 4 for a torso or limb, 6 for an entire body. ## Time to cast: 3 seconds. ## Item: Wand or staff, decorated in a snake pattern. The item must touch the subject. Usable only by a mage or a non-mage with Surgery-15 or higher. ## Energy Cost to create: 250. ##


Name: Suspended Animation ## Difficulty: IQ/H ## College: Healing ## Type: Regular; Resisted by HT ## Description: Holds the subject in apparent sleep, indefinitely. The effects of severe bleeding, disease, age, etc. are all halted while the spell is in effect. The subject requires neither food nor air, but can still be harmed by fire, weapons, and other natural hazards. ## Prerequisites: Sleep and at least four Healing spells. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Remains in effect until broken (the Awaken spell works well). ## Cost: 6. ## Time to cast: 30 seconds. ## Item: (a) Jewelry, arrow, or clothing. Always on; the item puts its wearer in suspended animation instantly. The spell lifts immediately when the item is removed. ## Energy Cost to create: 2,000. ## Item: (b) Crypt, coffin, etc. Always on; puts the occupant in suspended animation. ## Energy Cost to create: 2,000 per human-sized space. ##


Name: Healing Slumber ## Difficulty: IQ/H ## College: Healing ## Type: Regular; Automatic Resistance ## Description: Subject falls into a deep restorative sleep, and heals 1 HP for every hour of rest. Fatigue is recovered at double the normal rate. The subject wakes once completely healed, or after 8 hours have passed; any fatigue from lost sleep is also completely recovered after that time. Otherwise, he can only be awakened by a word from the caster, an injury or the Awaken spell (or Remove Curse, Counterspell, etc.). An unwilling subject resists automatically. ## Prerequisites: Magery 2, Sleep, and Minor Healing. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Up to 8 hours (maximum recovery of 8 HP per day). ## Cost: 6. For a cost of 10, the speed of recovery is doubled. Maximum recovery is unchanged. ## Time to cast: 30 seconds. ## Item: (a) Wand or staff, decorated in a snake pattern. The item must touch the subject. Usable only by a mage or a non-mage with Physician-15 or higher. ## Energy Cost to create: 1,000. ## Item: (b) Any item. If the wearer is willing to sleep (or faints from fatigue or injury), the item activates. The wearer wakes if the item is removed or once the spell lapses (if the wearer’s HP is still negative, see Recovering From Unconsciousness, p. B423). ## Energy Cost to create: 900. ##


Name: Halt Aging ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Stops the subject from aging for one month. Cannot be cast again until the first spell wears off. ## Prerequisites: Magery 2 and at least eight Healing spells. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: One month. ## Cost: 20. One try per week. ## Item: Jewelry. Always on; the item prevents aging while it is worn. Kingdoms have been toppled for possession of such things… ## Energy Cost to create: 10,000. ##


Name: Youth ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Removes one year from the subject’s age. Any attribute levels lost in that period are automatically regained. Does not affect memories, skills, injuries, etc., gained during the “lost” months. ## Prerequisites: Magery 3 and Halt Aging. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Subject starts aging again immediately. ## Cost: 100. One try per month. ##


Name: Resurrection ## Difficulty: IQ/VH ## College: Healing ## Type: Regular ## Description: Brings the subject back to life, provided that the body, or most of it, is available. This is the GM’s decision; note that a body that has reached -10xHP is by definition too damaged for resurrection. The resurrected subject has FP and HP 0, and must regain FP and HP in the normal fashion. All his limbs will be intact, regardless of the injuries that killed him. The caster’s skill is at a -1 penalty for each full day between the subject’s death and the beginning of the spell. This is also a Necromantic spell. ## Prerequisites: Instant Regeneration and Summon Spirit. ##

Energy cost to cast: ## Energy cost to maintain: ## Energy cost to maintain: Cannot be maintained; must be recast. ## Energy cost to maintain: Same as casting cost to maintain. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Time to cast: ## Duration: Permanent, until you’re killed again… ## Cost: 300. One try. ## Time to cast: 2 hours. ## Item: There are persistent rumors of a magic item that will bring the dead to life, but nothing specific is known. ##
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College of Healing

GURPS High Fantasy Belrathius