GURPS Wiki
Advertisement
GURPS Wiki
Prerequisite Count Needed Prerequisite Count of some spells needs to be calculated

The Healing College of magic spells has a special rule:

  • any missing HP by the caster is deducted from effective skill

A group of the healing spells also have a special rule:

  • Physician of 15 turns the first critical failure of the day into a normal one[note 1]

Healing College spells also regularly fall into a category of use where GMs are suggested to avoid using the Critical Spell Failure Table which can cause negative results like injury and entity-summoning

see also Microorganism College

Table[]

This list of Category:Healing College spells is a reformatting of the list at the GURPS Repository with spells from other canonical sources and Enchantment information (including energy cost) added
โ€ : Spell is VH.
Underlined material is from Classic
"M": does the spell require Magery to learn
PC: Prerequisite Count


Spell M Prerequisites PC Enchantment
Energy
Item Notes Book, Page
Aid (A) N None 0 25 Magic: The Least of Spells p. 10
Aide (A) N None 0 25 Magic: The Least of Spells p. 10
Analgesic (A) N None 0 25 Magic: The Least of Spells p. 10
Archmagi's Recuperationโ€  Y Prerequisites: IQ 14+, Magery 4, Lend Energy, and Secret Spell (Archmagiโ€™s Recuperation) Pyramid 3/76: Dungeon Fantasy IV, p. 13
Awaken N Lend Vitality 2 300 S [3T] Basic Set, p. 248; Magic p. 90
Bender Defender (A) Y None 0 25 Magic: The Least of Spells p. 10
Birth Control (A) Y None 0 25 Magic: The Least of Spells p. 10
Body-Reading N Sense Life or Awaken 1 200 H, J [2] Magic p. 91
Cleansing N Minor Healing and Purify Earth 12 300 S, W# [3, 4 or Surgery โ€” 15] Magic p. 94
Cure Addictionโ€  Relieve Addiction 1,200 S, W# [3T, 4 or Physician 20+] Classic: Grimoire p. 55
Cure Dehydration Y Magery, Minor Healing, Create Water 600 S, W [3, 4 or  Physician 15+] Classic: Grimoire p. 52
Cure Disease N Major Healing and Relieve Sickness 5 800 (cures one disease)

1,500 (cures any disease)

S [3, 4] Magic p. 91; Fantasy, p. 170
Cure Insanityโ€  Y Major Healing, Relieve Madness, 5 Mind Control spells 2,500 J, S, W [3, 4] Classic: Grimoire p. 55
Cure Radiationโ€  Y Resist Radiation and Major Healing 12 1,500 S, W [3, 4 or Physician 20] Magic p. 182
Cure Starvation Y Magery, Minor Healing, Create Food 600 S, W [3, 4 or  Physician 15+] Classic: Grimoire p. 52
Detect Poison N Sense Danger or Test Food 1 250/400 J, S, W/J [3] Magic p. 166
Disinfectโ€  Y Magery 4 and at least 10 Healing spells, including Cure Disease and Remove Contagion 10 Magic: Artillery Spells p. 17
Ease Labor N Lend Vitality 2 500 S, W [3T, 4] Bio-Tech, p. 31; Classic: Tecnomancer p. 22
Euthanize N/Y Any of Empathy, Magery 1, Spirit Empathy, or โ€œholyโ€ status 0 Magic: Death Spells, p. 14
Final Rest N/Y Magery 1 or Spirit Empathy 0 1,200 funerary regalia [1] Magic p. 89
Great Healingโ€  Y Magery 3 and Major Healing 4 4,000 W, S (snake pattern) [3, 4 or Physician 25] Basic Set, p. 248; Magic p. 91
Halt Agingโ€  Y Magery 2 and 8 Healing spells 8 10,000 J [1] Magic p. 94
Healing Slumber Y Magery 2, Sleep, and Minor Healing 6 1,000/900 S, W#/any [3. 4 or Physician-15]/[2] Magic p. 94
Instant Neutralize Poisonโ€  Y Magery 2 and Neutralize Poison 2 800/3,000# S, W# [3, 4 or Physician-20] Magic p. 92
Instant Regenerationโ€  Y Magery 3 and Regeneration 6 2,500 W, S [3T, 4] Magic p. 93
Instant Restorationโ€  Y Magery 2 and Restoration 4 2,500 W, S [3T, 4] Magic p. 93
Lend Energy N Magery 1 or Empathy 0 100 J, S [3] Basic Set, p. 248; Magic p. 89
Lend Vitality (Health) N Lend Energy 1 250 J, S, W [3] Basic Set, p. 248; Magic p. 89
Major Healingโ€  Y Magery 1 and Minor Healing 3 1,500 S [3, 4, [note 2]] Basic Set, p. 248; Magic p. 91
Mass Resist Disease N IQ 13+, Secret Spell (Mass Resist Disease), and Resist Disease 4 Pyramid 3/4: Magic on the Battlefield, p. 9 and Magical Styles: Dungeon Magic, p. 13)
Mass Resist Poison N IQ 13+, Secret Spell (Mass Resist Poison), and Resist Poison 4 Pyramid 3/4: Magic on the Battlefield, p. 9 and Magical Styles: Dungeon Magic, p. 13)
Minor Healing N Lend Vitality 600 W, S [3, 4 or Physician-25] Basic Set, p. 248; Magic p. 91
Neutralize Poison N Cure Disease or Magery 3 and Test Food 1 400 (cures one poison)/

1,500 (cures any poison)

W, S [3T, 4 or Physician-20] Magic p. 92
Recover Energy Y Magery 1 and Lend Energy 1 1,000 J [1, 5 ($500)] Basic Set, p. 248; Magic p. 89
Regenerationโ€  Y Magery 2 and Restoration 5 3,000 W, S [3T, 4] Magic p. 93
Relieve Addiction Neutralize Poison 2 400 J, S, W [3] Magic p. 92|-
Relieve Madness N Lend Vitality and Wisdom 9 850 J, S, W [3] Magic p. 92
Relieve Paralysis N Stop Paralysis 2 200 per HP C, J [1] Magic p. 93
Relieve Sickness N Lend Vitality 9 250 J, S, W [3] Magic p. 90
Remove Contagion N Decay, Clean, or Cure Disease 2 400 W, S [3T] Magic p. 90
Remove Fetus N Ease Labor and either Minor Healing or Apportation 400 Gloves [3] Bio-Tech, p. 32; Technomancer p. 22
Resist Disease N Remove Contagion or Vigor 3 1000 (one disease) or 2,500 (all disease)/250 J [1] Magic p. 90
Resist Poison N Vigor 3 500 (one) or 4,000 (all) J [1] Magic p. 91
Restorationโ€  Y either Major Healing or 2 of Relieve Paralysis or Restore spells 4 2,000 W, S [3, 4] Magic p. 93
Restore Hearing N Minor Healing and either Keen Hearing or Strike Deaf 4 100 per point C, J [1] Magic p. 92
Restore Memory N Awaken and IQ 11+ 3 600 S, W [3T] Magic p. 92
Restore Sight N Minor Healing and either Keen Vision or Strike Blind 4 100 per point C, J [1] Magic p. 92
Restore Speech N Minor Healing and either Great Voice or Strike Dumb 6 1,000 C, J [1] Magic p. 93
Resurrectionโ€  Y Instant Regeneration and Summon Spirit 9 rumors rumors rumors Magic p. 94
Resuscitateโ€  Y Magery 2, Awaken, and Stop Spasm Magic: Death Spells, p. 14
Sea Legs (A) N None 0 25 Magic: The Least of Spells p. 17
Sense Disease N Sense Life or 2 Healing spells 1 100 J, S, W [3] Bio-Tech, p. 32; Technomaner p 22
Share Energy N Lend Energy 1 NA NA NA Magic p. 89
Share Vitality N Lend Vitality 2 NA NA NA Magic p. 90
Stop Bleeding N Lend Vitality 2 500 any, A, J [1] Magic p. 91; Fantasy, p. 169
Stop Paralysis N Minor Healing and Paralyze Limb, or Strike Dumb 4 200 J, S, W [3] Magic p. 93
Stop Spasm N Spasm or Lend Vitality 2 400/750 S, W/any [3, 4 or Physician-15]/[1] Magic p. 35
Suspended Animation N Sleep and 4 Healing spells 7 2,000/2,000 per occupant J, Ar, C/Cr [1] Magic p. 94
Test (A) N None 0 25 Magic: The Least of Spells p. 10
Transfer Pregnancy Y Magery 2 and Remove Fetus 1.600 W, S, J [3T, 4] Bio-Tech p. 32-33; Classic: Technomancer p. 22
Transference Bolt Y Any three of Ball of Lightning, Flaming Armor, Rain of Acid, Breathe Fire, Flaming Missiles, Rain of Fire, Breathe Steam, Flaming Weapon Rive, Burning Touch, Lightning Armor, Shocking Touch, Continual Sunlight, Lightning Missiles, Spark Cloud, Explosive Fireball, Lightning Stare, Spark Storm, Explosive Lightning, Lightning Weapon, Spit Acid, Fire Cloud, Lightning Whip, Wall of Lightning and Secret Spell (Transference Bolt) Magic Styles: Dungeon Magic, p. 19
Youthโ€  Y Magery 3 and Halt Aging 9 NA NA NA Magic p. 94

Item Class Table[]

Code Class of Item
A armor or clothing
Am Amulet (not to be confused with an Alchemy Amulet)
Ar Arrow
B Brush
C Clothing
CN Compass Needle
Cl cloak
Com Computer
Con Container
Cr Crypt or Coffin
Fig Figurine
G Glove (single)
Gs Gloves (pair)
H Helmet, Crown or other headgear,
J jewelry; e.g., an amulet or ring
Md Modem
Mi Mirror
MW Missile Weapon
Q Quiver
R Rug or Mat
S staff โ€“ any rod-shaped piece of organic material up to 6 feet long
Sh Shoes or other Footwear
Sl Shield
Sp Spectacles
T Timepiece
W wand
Wep weapon

General Enchantment Notes[]

  • [1] Always on. Works at all times without the addition of a Power spell
  • [2] Allows the user to cast the spell, but only on himself.
  • [3] Allows the user to cast the spell exactly as if he knew it himself.
  • [3T] Allows the user to cast the spell by touching the subject.
  • [4] Mage only. If any spell on the item has this restriction, it extends to all spells on the item.
  • [5] Cost of magical materials required.
  • # There are exceptions to the value given; see the original spell description

Special Notes[]

  1. โ†‘ adaptable as the Stabilizing Skill rule with a spinoff perk, like an automatically successful Stable Casting
  2. โ†‘ A staff of Minor Healing can be used by a non-mage with Esoteric Medicine-15+; a staff of Major Healing can be used by a non-mage with Esoteric Medicine-20+
Advertisement