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College of Healing

Spell Lvl Cost Maint Prereqs Notes
Lend Energy E 4/point n/a None GURPS Magic, p.89.
Recover Energy A None n/a Lend Energy GURPS Magic, p.89. Only aids with the recovery of fatigue. Does not restore lost mana. See Recover Mana in Metaspells.
Peaceful Sleep A 10 n/a Recover Energy GURPS Magic, page 138.
Lend Vitality A 4/point n/a Lend Energy GURPS Magic, p.89.
Share Vitality A None n/a Lend Vitality GURPS Magic, p.90.
Awaken A 3* n/a Lend Vitality GURPS Magic, p.89.
Relieve Sickness† A 6 n/a Lend Vitality GURPS Magic, p.90.
Minor Healing† A 4/point n/a Lend Vitality GURPS Magic, p.91. May cure 1 point per level of Magery.
Healing Slumber† H 24 n/a Minor Healing, Peaceful Sleep GURPS Magic, p.94.
Body Reading† H 6 n/a None GURPS Magic, p.88.
Stop Bleeding† A 1 or 40 n/a Minor Healing GURPS Magic, p.91.
Major Healing† H 3/point n/a Magery 2, Body Reading, Healing Slumber, Body Reading GURPS Magic, p.91. May cure 2 points per level of Magery.
Great Healing† VH 80 n/a Magery 3 and Major Healing GURPS Magic, p.91.
Detect Poison E 5 n/a None GURPS Magic, p.166.
Resist Poison A 10 3 Detect Poison GURPS Magic, p.91.
Neutralize Poison H 20 n/a Resist Poison No poison roll required. GURPS Magic, p.92.
Instant Neutralize Poison VH 32 n/a Neutralize Poison GURPS Magic, p.92.
Resist Disease A 10 3 Relieve Sickness GURPS Magic, p.90.
Cure Disease A 16 n/a Resist Disease, Major Healing GURPS Magic, p.91.
Remove Contagion A 12* n/a Cure Disease GURPS Magic, p.90.
Stop Spasm A 2 n/a None GURPS Magic, p.35.
Stop Paralysis A 3/Limb 8/Body n/a Stop Spasm GURPS Magic, p.93.
Relieve Paralysis A Special n/a Stop Paralysis Cost is 4* crippling threshold for the limb. GURPS Magic, p.93.
Restoration† A 60 n/a Major Healing, Relieve Paralysis GURPS Magic, p.93.
Instant Restoration† H 200 n/a Restoration GURPS Magic, p.93.
Regeneration† H 80 n/a Restoration GURPS Magic, p.93.
Instant Regeneration† VH 320 n/a Regeneration, Magery 3 GURPS Magic, p.93.
Final Rest A 80 n/a None GURPS Magic, p.89. Not widely known.

*Area Spell. Base Cost.

Note on Healing Spells

All healing spells marked with the dagger (†) are "tuned" for a particular race, generally the native race of the caster. Using any healing spell on a creature of another species is at -2 or more to the roll. Some general guidelines for a human caster:

Species Modifier
Dwarf -2
Elf -2
Non-Sapient Mammal (Horses, Livestock) -4
Other Non-Sapient Creatures (Birds, Lizards) -5
Unusual creatures and monsters -8 or more

Versions of all such spells can be learned to eliminate the penalties.