Healing Enhancements

Heal/mend [element], [creature], or [self]

Healing spells cure or mend damage and other afflictions to creatures, or to objects with the appropriate element type. Healing spells affecting objects are called mending spells. Depending on what enhancements you purchase, a healing spell can cure damage, repair injuries such as blindness or lost limbs, or restore life energy by allaying exhaustion and other conditions.

A healing cantrip can heal 1 point of Health, but a given target can only benefit from this once per day.

Healing

Cure Wounds. Cost 1 MP; 2 MP per +1d6 Health. All Heal spells restore a base 1d6 points of Health to all in the spell’s area if you spend 1 MP. You can increase this healing to 2d6 by spending 2 MP instead, and thereafter by an additional 1d6 for each further 2 MP you spend. Remember that a given creature can only benefit from the same source of healing once per day; this enhancement counts as a single source of healing.

Regenerate. Cost 12 MP. The spell regenerates lost body parts no larger than a limb. This is proportional to the creature being healed, and can heal a giant as easily as a pixie.

Resurrection. Cost 18 MP. The spell restores to life a creature that has died in the past day. The creature returns with 0 Health, but stabilized. For 25 MP, there is no time limit on how long ago the creature died, as long as it did not die of old age.

Mending

Mend Objects. Cost 1 MP per 2 Health. The spell mends Health damage in objects at a rate of 2 Health for each MP spent.

Purify Food. Cost 1 MP. You can make up to four pounds of food and drink safe to ingest. This does not neutralize poison already in creatures or on weapons.

Conditions & Diseases

Remove Condition. Cost 1 or 2 MP. You remove one condition from the target. For 1 MP you remove a standard condition; for 2 MP you remove a severe condition.

Slow Disease. Cost 5 MP. You add one countdown dice to the target’s disease countdown pool. A patient can only benefit from this once per day.

Cure Disease. Cost 9 MP. You completely cure one disease, removing it entirely from your target.

Slow Poison. Cost 2 MP. For the spell’s duration, poison in the area of effect has no effect. Once the spell elapses, poison takes its usual course.

Negate Poison. Cost 5 MP. The spell neutralizes poison in the area. Any poison that enters the area during the spell’s duration is permanently neutralized. Creatures with natural poison abilities are subject to an attack which neutralizes their venom for the duration if successful.