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:
- Wizardly: Lend Vitality
- Clerical: Power Investiture 1[2]
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[]
- Cure Disease
- Neutralize Poison
- Healing Slumber -- useful for healing during downtime
- Healing College of Magic
- Major Healing
- Great Healing -- the most powerful sibling of this spell
References[]
- ↑ 1.0 1.1 Magic, p.91
- ↑ DFRPG: Spells, p.37
- ↑ DFRPG: Spells, under Physician, Heal Thyself, p.36