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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.
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