Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links



Healing Spells of the Great School of Magic

by Robin

Just a rapid reaction

Conjurers could have intensified their Summon Monster spell/ability
and created
Summon Goblin Medic

These are maybe primitive, yet they know a bit of healing, stopping bleeding, regeneration, stiching and mending, The goblin medic is not teleported but called and will answer the call if not already busy elsewhere. The spell sort of enforces/charms the goblin to do his best to heal those ordered to within the time available to do their work for up to 1 cumulative minute per level of the spellcaster
There exist items which imprison a Goblin Medic using the Summon Goblin Medic spell initially, which can be called once a day to do their work for up to 1 cumulative minute per level of the creator at the moment of casting the initial spell. Anybody can use such an item. The differences lie in the skills of the Goblin who remains under the effect of the spell until the item is destroyed while not being within

A similar spell able to exist in Glantri would be the
Summon Midwife

This spell summons a nearby midwife who hastily comes to the location called upon and helps with the birth of a child(ren). This spell does not discriminate upon gender, and with the many Goblin Midwives existing, the changce to summon one of these in Glantri is higher than other nations but the Broken Lands.

A Necromancer would know enough of bodies to discover reversed version of their wounding spells
So Cure Light wounds (3rd), Cure Disease(3rd)Delay Death(3rd) would be avilable to them

In my "what can be Bought" is at the back a list of semi-magical stuff which helps healing in Glantri
These are available by Hedgewizards as per GSM PDF detailed

The Simbul’s Synostodweomer(7th)=Similar to a power possessed only by the most powerful incantatrixes, this spell allows the cater to use the magical energy of any spell already memorized by the caster to heal the caster or any other being. The second spell must be cast in the round following the casting of the Synostodweomer; even if this subsequent casting is incomplete or interrupted, the Synostodweomer works. The second spell is lost from the caster’s mind. And any material components are consumed in the normal manner—but rather than taking effect, the spell’s energy is channeled into the caster, who can absorb its energy as healing or pass it on by directly touching another single being. Only if there is excess energy can the caster choose to more creatures. The first will be healed completely and the rest on the next (or self) touched, and so on. The healing occurs in the round following the infusion of spell energy. If the caster has extra energy but is unable to touch another injured creature during a time period of 20-1 round per Con.point of the caster, the extra energy will be lost. A spell used to heal by this means yields energy enough to heal 1d8 damage per level of the spell. Once this spell is cast whatever spell the caster casts In the following rounds is used to heal, regardless of the caster’s subsequent wishes or the level of the spell unleashed. If no spell is cast in this round, the magic is lost and no healing occurs. Spells from scrolls and magical item effects, as well as spells cast by beings other than the Spellcaster of this spell can’t be used for such healing.

Other minor healing spells I know are existing in Glantri are
Nimodes' Major Delousing
Protection from Poison
Sterility
Detect Disease
(Created by Valerie of Krondahar, Glantri—1011 AC)
Transmute Foul to Fresh . This spell was invented by the Famous Elven Healer Mage Hippocratia in the dark years of the Wrath of the Immortals (1006-1011AC) when the Plague covered most of the lands of the Known World. This was also the start to allow Clerics (especially Healers) in Glantri. The cooperation of the Healers and Hippocratia resulted in stronger Healer spells and even some healing processes Magic-Users could use, included this spell.

Rhadomancers using the Mine the Earthspark spell,can if succesful benefit from this spell and heal /regenerate themselves up to lost fingers , toes, tongue hair, eyes, ears

The 7th level Heal spell is similar to a Cure All yet the casting time is 1 Turn!!

Of course a mage could simply use the Life Force Exchange spell and take a healthy body, lavingb the original owner in his damaged /sick body


The Summon Midwife Spell I already rvealed in my 1 mile hex topic, and originates a Dragon Magazine article, readjusted to BECMI standards,

Typically Caster's can't be summoned, they might be able to receive the call, yet their intelligence and magic aptitude enables them to resist

 
A Goblin Healer is as such a Normal goblin, maybe a Shaman with Healing capabilities, but mostly a normal goblin with , staples, ducktape, bandages, ointments, poultices, and splints.
The Summon Goblin Medic is actually not a specific spell but one of the abilities of Conjurers Due the GSM/Radiance available at spell level 3 I believe
For other mages I advise the level of Create Monster spell, being 5th and then specialized, see here the total spell.

Summon Goblin Medic

Range: 600 feet + 100 feet per level of the caster
Duration; 5d4 minutes +1 minute per level of the caster
Effect: Attracts a nearby Goblin Healer.
Saving Throw: Special
Casting or Activation Item Time; 6
Level 5 Mages/Wicca/Wokani. Level 3 Conjurers
This spell will attract one nearby Goblin with healing capabilities not already animated or controlled by anyone. Only one will arrive, even if it must abandon a place they were ordered to guard. They will arrive through Hasteful running in 1d4 Turns and will only fight in selfdefence. After the spell ends the goblin is free to move and act as it pleases and may as hastily return to their original place as they came (same 1d4T). The spell doesn’t change the Goblin in any way.
These are maybe primitive, yet they know a bit of healing, stopping bleeding, regeneration, stiching and mending, The goblin medic is not teleported but called and will answer the call if not already busy elsewhere. The spell sort of enforces/charms the goblin to do his best to heal those ordered to within the time available to do their work for up to 1 cumulative minute per level of the spellcaster

If bound to an item (mostly a box, or Urn) the same spell is used together with a charm monster and specific rituals. The casting time is then the total casting time X 5 Days and costs 5000gp in components (excluding the goblin)
These items have the goblin imprisoned and can be called once a day to do their work for up to 1 cumulative minute per level of the creator at the moment of casting the initial spell. The goblin will follow the ordered healing within the limits of its skills and available materials (mostly added in the item). The goblin is free to speak, yet is obliged to do the healing. After the healing the goblin must eat a full meal, before automatically reentering the box. Anybody can use such an item once a day, yet minimum 8 hours after last useage. The differences lie in the skills of the Goblin who remains under the effect of the spell until the item is destroyed while the goblin is not being within (then it is instantly released and free to act).

Keep in mind goblin healing does not take the appearance of the patient into account; generally they will lose 1d4-1 charisma points and they must safe after the natural healing time the wound would normally need to heal for each of these lost charisma points or they are permanent.(1 point +Con adjustment/day- a 30 point wound would be healed within the duration of the spell, yet the patient(no CO adjustment) must roll a saving throw for each Charisma point lost after a period of 30 days in this case. If the save fails, the staples, scars, patch, piece of metal, tape are a permanent feathure hence on. (in the eyes of the Goblin the patient will become more beautiful ;)
AND...don't expect the healing being painless, setting of bones, stiching, etc is done without any sedation. Often the patient is temporary bound to be able to be healed this way.

 
A Boxed goblin box /urn weighs 150-250cn and is a foot in size, mostly colored green with a red Blooddrop symbol in a white circle on one end.