Healing Magic

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Healing Magic is a Realm that contains Spells that helps the target to recover and recuperate from wounds, diseases and poisons, and to alleviate pains, muscle cramps and some other types of bodily discomfort.

Spells of healing are generally not very powerful, and tend to work their effect over time, e.g. making a Wound heal faster than it would naturally, instead of being the instant-effect healing seen in some other RPGs. If this is desired, one should make a character with some kind of healing Power. Look particularly to Divine, Virgin or Royal Powers, but be cautioned that while powerful and flashy, such Powers cannot be used often, because Power Points are either scarce, or else they recharge slowly. The ideal healer character is probably one who both has one of these Powers, for the rare but powerful stuff, and knows Healing Realm Spells for the day-to-day healing of lesser problems.

Spells of healing tend to have a range of Touch, although some work at a short range. They can always be cast on the caster, as well as on a touched target. They are intended to work on Humans and other humanoids, and so have reduced effect on animals, and they have no effect on non-living objects, including Undead, as well as on otherwordlly other supernatural entities such as Demons and Elementals, who do not have a biology as such.


The Realm of XYZ

General information about the Realm

Simple Spells

Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.



Build Spells

Put all Spells here that use Build Points

Build Point Usage

Define here all the things that Build Points may be spent on

Related Item Abilities

Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.

Pertinent Enchantments

Alternate sub-Realms

Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy

The world

World impact

The Ärth setting

Design Notes

Log of important changes

Quick mini-glossary

See also


Table for Spells:

SL Spell
Effect CTI R. Dur. Res. Notes
Normal Strong
Very Str.
1 sn effect SM VSM cti r d no xyz

Table for Greater Spells:

GSL Spell
Effect CTI R. Dur. Res. Notes
Normal Strong
Very Str.
3 sn effect SM VSM cti r d no xyz
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