GURPS Wiki

"The material presented here is a community original creation, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games."

READ MORE

GURPS Wiki
GURPS Wiki

Minor Healing is a low-power Healing spell, restoring up to 3 HP to a subject. It doesn't cure disease or neutralize poison, but can heal damage caused by them.[1] It has a cumulative -3 penalty when casting upon someone who's already received this spell before on the same day. Critical failures become regular failures (that is, no weird side effects) if the caster has the Physician skill at 15 or higher.

  • Duration: Instantaneous. Restored HP remains until removed.
  • Cost: 1 to 3. The same amount is restored to the subject.
  • Prerequisites:

In the Dungeon Fantasy RPG[]

  • There's a skill penalty to casting healing on one's self equal to the amount of missing HP.[3]
  • Wizards aren't really known for using healing spells in the DFRPG.

Enchanted Items[]

Wand or staff, often decorated with a snake pattern. Must touch the subject. Must be used by a mage, or a nonmage with Physician-15 or higher. Energy: 600.[1]

Other Versions and Equivalents[]

  • The Sorcery adaptation is found on page 17 of GURPS Thaumatology: Sorcery.
    • This version has a strange feature "at ‐2 if the subject is unconscious" which doesn't appear to be part of the original spell nor the Healing advantage it is based upon.

As a Prerequisite[]

  • Minor Healing is a prerequisite to Major Healing, which is in turn, a prerequisite to Great Healing.

See Also[]

References[]

  1. 1.0 1.1 Magic, p.91
  2. DFRPG: Spells, p.37
  3. DFRPG: Spells, under Physician, Heal Thyself, p.36