Healing College

The Healing College of magic spells has a special rule: 
* any missing HP by the caster is deducted from effective skill
A group of the healing spells also have a special rule:
*Physician of 15 turns the first critical failure of the day into a normal oneadaptable as the Stabilizing Skill rule with a spinoff perk, like an automatically successful Stable Casting
Healing College spells also regularly fall into a category of use where GMs are suggested to avoid using the Critical Spell Failure Table which can cause negative results like injury and entity-summoning
*Thaumatology (book) has a larger variety of tables which could be appropriate though
:see also Microorganism College
==Table==
Spell 	M 	Prerequisites 	PC	EnchantmentEnergy 	Item 	Notes 	Book, Page
Aid (A) 	N 	None 	0 	25 	 	 	Magic: The Least of Spells p. 10
Aide (A) 	N 	None 	0 	25 	 	 	Magic: The Least of Spells p. 10
Analgesic (A) 	N 	None 	0 	25 	 	 	Magic: The Least of Spells p. 10
Archmagi's Recuperation† 	Y 	Prerequisites: IQ 14+, Magery 4, Lend Energy, and Secret Spell (Archmagi’s Recuperation) 	 	 	 	 	Pyramid 3/76: Dungeon Fantasy IV, p. 13
Awaken 	N 	Lend Vitality 	2 	300 	S 	[3T] 	Basic Set, p. 248; Magic p. 90
Bender Defender (A) 	Y 	None 	0 	25 	 	 	Magic: The Least of Spells p. 10
Birth Control (A) 	Y 	None 	0 	25 	 	 	Magic: The Least of Spells p. 10
Body-Reading 	N 	Sense Life or Awaken 	1 	200 	H, J 	[2] 	Magic p. 91
Cleansing 	N 	Minor Healing and Purify Earth 	12	300 	S, W# 	[3, 4 or Surgery — 15] 	Magic p. 94
Cure Addiction† 	 	Relieve Addiction 	 	1,200 	S, W# 	[3T, 4 or Physician 20+] 	Classic: Grimoire p. 55
Cure Dehydration 	Y 	Magery, Minor Healing, Create Water 	 	600 	S, W 	[3, 4 or  Physician 15+] 	Classic: Grimoire p. 52
Cure Disease 	N 	Major Healing and Relieve Sickness 	5 	800 (cures one disease)
1,500 (cures any disease)	S 	[3, 4] 	Magic p. 91; Fantasy, p. 170
Cure Insanity† 	Y 	Major Healing, Relieve Madness, 5 Mind Control spells 	 	2,500 	J, S, W 	[3, 4] 	Classic: Grimoire p. 55
Cure Radiation† 	Y 	Resist Radiation and Major Healing 	12	1,500 	S, W 	[3, 4 or Physician 20] 	Magic p. 182
Cure Starvation 	Y 	Magery, Minor Healing, Create Food 	 	600 	S, W 	[3, 4 or  Physician 15+] 	Classic: Grimoire p. 52
Detect Poison 	N 	Sense Danger or Test Food 	1 	250/400 	J, S, W/J 	[3] 	Magic p. 166
Disinfect† 	Y 	Magery 4 and at least 10 Healing spells, including Cure Disease and Remove Contagion 	10	 	 	 	Magic: Artillery Spells p. 17
Ease Labor 	N 	Lend Vitality 	2 	500 	S, W 	[3T, 4] 	Bio-Tech, p. 31; Classic: Tecnomancer p. 22
Euthanize 	N/Y	Any of Empathy, Magery 1, Spirit Empathy, or “holy” status 	0 	 	 	 	Magic: Death Spells, p. 14
Final Rest 	N/Y	Magery 1 or Spirit Empathy 	0 	1,200 	funerary regalia 	[1] 	Magic p. 89
Great Healing† 	Y 	Magery 3 and Major Healing 	4 	4,000 	W, S (snake pattern)	[3, 4 or Physician 25] 	Basic Set, p. 248; Magic p. 91
Halt Aging† 	Y 	Magery 2 and 8 Healing spells 	8 	10,000 	J 	[1] 	Magic p. 94
Healing Slumber 	Y 	Magery 2, Sleep, and Minor Healing 	6 	1,000/900 	S, W#/any 	[3. 4 or Physician-15]/[2] 	Magic p. 94
Instant Neutralize Poison†	Y 	Magery 2 and Neutralize Poison 	2 	800/3,000# 	S, W# 	[3, 4 or Physician-20] 	Magic p. 92
Instant Regeneration† 	Y 	Magery 3 and Regeneration 	6 	2,500 	W, S 	[3T, 4] 	Magic p. 93
Instant Restoration† 	Y 	Magery 2 and Restoration 	4 	2,500 	W, S 	[3T, 4] 	Magic p. 93
Lend Energy 	N 	Magery 1 or Empathy 	0 	100 	J, S 	[3] 	Basic Set, p. 248; Magic p. 89
Lend Vitality (Health) 	N 	Lend Energy 	1 	250 	J, S, W 	[3] 	Basic Set, p. 248; Magic p. 89
Major Healing† 	Y 	Magery 1 and Minor Healing 	3 	1,500 	S 	[3, 4, A staff of Minor Healing can be used by a non-mage with Esoteric Medicine-15+; a staff of Major Healing can be used by a non-mage with Esoteric Medicine-20+]	Basic Set, p. 248; Magic p. 91
Mass Resist Disease 	N 	IQ 13+, Secret Spell (Mass Resist Disease), and Resist Disease 	4 	 	 	 	Pyramid 3/4: Magic on the Battlefield, p. 9 and Magical Styles: Dungeon Magic, p. 13)
Mass Resist Poison 	N 	IQ 13+, Secret Spell (Mass Resist Poison), and Resist Poison 	4 	 	 	 	Pyramid 3/4: Magic on the Battlefield, p. 9 and Magical Styles: Dungeon Magic, p. 13)
Minor Healing 	N 	Lend Vitality 	 	600 	W, S 	[3, 4 or Physician-25] 	Basic Set, p. 248; Magic p. 91
Neutralize Poison 	N 	Cure Disease or Magery 3 and Test Food 	1 	400 (cures one poison)/
1,500 (cures any poison)	W, S 	[3T, 4 or Physician-20] 	Magic p. 92
Recover Energy 	Y 	Magery 1 and Lend Energy 	1 	1,000 	J 	[1, 5 ($500)] 	Basic Set, p. 248; Magic p. 89
Regeneration† 	Y 	Magery 2 and Restoration 	5 	3,000 	W, S 	[3T, 4] 	Magic p. 93
Relieve Addiction 	 	Neutralize Poison 	2 	400 	J, S, W 	[3] 	-
Relieve Madness 	N 	Lend Vitality and Wisdom 	9 	850 	J, S, W 	[3] 	Magic p. 92
Relieve Paralysis 	N 	Stop Paralysis 	2 	200 per HP 	C, J 	[1] 	Magic p. 93
Relieve Sickness 	N 	Lend Vitality 	9 	250 	J, S, W 	[3] 	Magic p. 90
Remove Contagion 	N 	Decay, Clean, or Cure Disease 	2 	400 	W, S 	[3T] 	Magic p. 90
Remove Fetus 	N 	Ease Labor and either Minor Healing or Apportation 	 	400 	Gloves 	[3] 	Bio-Tech, p. 32; Technomancer p. 22
Resist Disease 	N 	Remove Contagion or Vigor 	3 	1000 (one disease) or 2,500 (all disease)/250	J 	[1] 	Magic p. 90
Resist Poison 	N 	Vigor 	3 	500 (one) or 4,000 (all) 	J 	[1] 	Magic p. 91
Restoration† 	Y 	either Major Healing or 2 of Relieve Paralysis or Restore spells 	4 	2,000 	W, S 	[3, 4] 	Magic p. 93
Restore Hearing 	N 	Minor Healing and either Keen Hearing or Strike Deaf 	4 	100 per point 	C, J 	[1] 	Magic p. 92
Restore Memory 	N 	Awaken and IQ 11+ 	3 	600 	S, W 	[3T] 	Magic p. 92
Restore Sight 	N 	Minor Healing and either Keen Vision or Strike Blind 	4 	100 per point 	C, J 	[1] 	Magic p. 92
Restore Speech 	N 	Minor Healing and either Great Voice or Strike Dumb 	6 	1,000 	C, J 	[1] 	Magic p. 93
Resurrection† 	Y 	Instant Regeneration and Summon Spirit 	9 	rumors 	rumors 	rumors 	Magic p. 94
Resuscitate† 	Y 	Magery 2, Awaken, and Stop Spasm 	 	 	 	 	Magic: Death Spells, p. 14
Sea Legs (A) 	N 	None 	0 	25 	 	 	Magic: The Least of Spells p. 17
Sense Disease 	N 	Sense Life or 2 Healing spells 	1 	100 	J, S, W 	[3] 	Bio-Tech, p. 32; Technomaner p 22
Share Energy 	N 	Lend Energy 	1 	NA 	NA 	NA 	Magic p. 89
Share Vitality 	N 	Lend Vitality 	2 	NA 	NA 	NA 	Magic p. 90
Stop Bleeding 	N 	Lend Vitality 	2 	500 	any, A, J 	[1] 	Magic p. 91; Fantasy, p. 169
Stop Paralysis 	N 	Minor Healing and Paralyze Limb, or Strike Dumb 	4 	200 	J, S, W 	[3] 	Magic p. 93
Stop Spasm 	N 	Spasm or Lend Vitality 	2 	400/750 	S, W/any 	[3, 4 or Physician-15]/[1] 	Magic p. 35
Suspended Animation 	N 	Sleep and 4 Healing spells 	7 	2,000/2,000 per occupant 	J, Ar, C/Cr 	[1] 	Magic p. 94
Test (A) 	N 	None 	0 	25 	 	 	Magic: The Least of Spells p. 10
Transfer Pregnancy 	Y 	Magery 2 and Remove Fetus 	 	1.600 	W, S, J 	[3T, 4] 	Bio-Tech p. 32-33; Classic: Technomancer p. 22
Transference Bolt 	Y 	Any three of Ball of Lightning, Flaming Armor, Rain of Acid, Breathe Fire, Flaming Missiles, Rain of Fire, Breathe Steam, Flaming Weapon Rive, Burning Touch, Lightning Armor, Shocking Touch, Continual Sunlight, Lightning Missiles, Spark Cloud, Explosive Fireball, Lightning Stare, Spark Storm, Explosive Lightning, Lightning Weapon, Spit Acid, Fire Cloud, Lightning Whip, Wall of Lightning and Secret Spell (Transference Bolt)	 	 	 	 	Magic Styles: Dungeon Magic, p. 19
Youth† 	Y 	Magery 3 and Halt Aging 	9 	NA 	NA 	NA 	Magic p. 94
==Special Notes==
Category:Colleges
Category:Magic Items