Cure Disease

Cure Disease is a Healing College spell that eliminates one type of disease or infection from the body of the subject. Typically the mage needs to know what they're trying to cure (using a Diagnosis roll), otherwise this spell is at -5.Magic, p.91DFRPG: Adventurers, p.75 The diagnosis can be done by anyone, not just the caster.
Prerequisites: 
* Wizardly: Relieve Sickness and Major HealingDFRPG: Spells, p.6, and by extension, Magery 1.
* Clerical: Power Investiture 3DFRPG: Spells, p.36
* Druidic: Power Investiture 2DFRPG: Spells, p.7
== Culture and Considerations ==
* Cure Disease is an indispensable spell for healers. As it still requires Diagnosis, it's best used by actual doctors, such as the Healer subtype for Allied Tradesman.Thaumatology: Urban Magics, p.10 
* Some settings may have disease-specific variations (perhaps, specialties?) of this spell, such as Cure Smallpox.Thaumatology: Urban Magics, p.41
* This spell eliminates a current sickness, it doesn't make the subject immune nor heals any injury they already have.
=== Vs Health Elixirs ===
The Health elixir is more time consuming to make (4 weeks) but unlike Cure Disease it will restore HP and does no require the Diagnosis to work at full effectiveness. The talisman version (40 weeks to make) will be usable once ever 4 days but must be worn to reawaken.[citation needed]
== Enchanted Items ==
* Wand or staff, often decorated with a snake pattern. Item must touch the subject. Mages only. Cures a specific malady. Energy: 800
** For curing any disease, Energy: 1,500.
=== Example: Fever Cloths ===
Fever Cloths are magically cool, keeping the wearer from overheating due to fever (or hot climate). It doesn't resist disease, but it does help the HT roll to recover from most diseases at +3.inspired by Fever Cloths from Magic Items 1, p.48
=== Example: Sickness-Eater ===
A simple but effective magic item that works as a rattle. It requires some level of pomp and circumstance to operate (use Thaumatology, Theology or Religious Ritual), but doesn't require Magery to use. It can clean wounds, cure diseases, and even remove poison from a subject. It has a limited handful of uses--after which, it must be ritually cleaned, or simply burned.inspired by Sickness-Eater from Magic Items 1, p.50
=== Immunity Ring? ===
A coveted item that makes the wearer immune to disease. This is the ideal, but most have some manner of interesting side effects (if only to keep it interesting).inspired by Immunity Ring from Magic Items 1, p.54
==In GURPS Classic==
* In Classic it was clearly stated that 'If no organism is responsible for the disease, this spell has no effect'. 4e officiated this key piece of information at bit. Use of the Diagnosis skill eliminates a -5 to skill.
* Classic: Magic gives both the player and GM a better handle on the limits of this spell. The spell is so poorly worded in 4e that one could think one could cure things like heart failure with it.
== As a Prerequisite ==
* Cure Disease is a prerequisite for Neutralize Poison, and is one of the possible prerequisites for Remove Contagion.
* Cure Disease is one of the prerequisites for the mighty Disinfect spell.Magic: Artillery Spells, p.17
== Trivia ==
* Using Tree Spells, Cure Disease is cast with Elder and Yew.Thaumatology, p.46
== See Also ==
* Relieve Sickness
* Major Healing
* Diagnosis skill
* Faith Healing advantage
== References ==