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Magical Healing Spells

Technically, magical healing is only as good as the wizards who developed the spells could make it. Most of the healing effects are hand waved to keep things from being overly complicated.   Body Reading: This really should be the first spell any healer learns, and should really be the prerequisite for most healing spells. Gives the healer a mental image/map of the subject’s body, detailing its medical condition.   Minor Healing/Major Healing: works pretty well to fix most obvious tissue damage. But it won’t mend bones, organ disfunction, or regenerate lost tissues. It also won’t cure disease or rid the body of toxins, although it can mitigate the effects of them by healing the tissue damage caused by them.   Restoration: Can mend bones and restore organ function, but cannot regenerate lost tissues or limbs, and can’t cure diseases. It can mitigate the effects of chronic problems, but it can’t necessarily get rid of the underlying cause. Restoration can restore the function of a diabetic pancreas, but it can’t rid the body of a radioactive bullet causing cascading organ failure (but it can buy some time until the radiation “re-damages” the organs and tissues).   Regeneration: Can regrow lost limbs, rebuild lost or damaged tissues and organs, and can even fix brain damage (although it won’t restore the neural connections that the subject used to have, they will have to relearn that stuff).   Cure Disease: Can cure diseases, whether caused by bacteria, viruses, vitamin deficiencies, parasites, etc. Note that it requires a successful Diagnosis first, as the magic needs to be targeted; if the Diagnosis fails, the spell is at -5 for most “normal/average” contagions. Especially virulent or “strong” diseases can be harder to eliminate (based upon game world/GM; a cold might be at +3, a typical flu at +2, but Spanish Flu might be at -1, Smallpox -2, COVID -3, Malaria -4, Ebola at -5, and AIDS/Lupus at -6; tailored diseases/bioweapons might be up to -10). Parasites larger than bacteria are more difficult to remove with this spell; generally, the larger they are, the harder they are to remove (mites are at -6, tapeworms -7, xenomorphs/protomolecule -10). It will not rewrite DNA, so any genetic disease will just come back.   Cleansing: Removes foreign matter from the subject. Usually used to rid the body of splinters, bullets, arrowheads, toxins, and such like. However, it also rids the body of external bacteria and parasites, fillings, piercings, implants, etc, unless the caster specifically exempts those things. It does not affect internal bacteria, viruses, or parasites. This spell, in particular, is a good example of “Use Body Reading first, then heal”. Otherwise you might just remove someone’s pacemaker and kill them.   Remove Contagion: Used to be called “Sterilize” in 3e, and used to be able to damage people by removing friendly bacteria. They changed that. Now it is basically a type of cleaning spell.

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