Heal Plant

Novice: [nervously] Well, on paper, the spell seems like it would work!
Archmage: [haughtily] You fool, Heal Plant doesn't work on paper!
-- The Guild o' Mages, Yrthian stage-play
Heal Plant is an area-type, plant college spell that heals plants within the area of disease, parasites, and damage. The plants must still be alive for the spell to work.
== Use ==
=== For Healing ===
This spell is common among hedge wizards--especially ones that use wizardry on hedges. Among adventurers however, this spell is mainly used to repair plant-class allies, such as wood elementals. Using this spell liberally among damaged forests is a good way of improving one's standing among the dryads.
=== As A Prerequisite ===
Heal Plant is one of the more basic plant spells and is the go-to for any green-thumbed mage. It is a prerequisite for the sister-spells of Plant Growth (quick growth) and Bless Plants (seasonal), and for Hide Path (which overgrows paths).
#Seek Plant
#Identify Plant
#Heal Plant
=== For Subterfuge ===
Magical "cleaners" can use Heal Plant to repair plants that were damaged during firefights or slashed by monster claws.Pyramid 3/115: Technomancer, p.12
== Enchantment ==
Item -- Staff. Item must touch the plant. Energy cost to create: 400. Costs around $8,000.
== References ==
* GURPS Magic, p.161
Category:Plant College