Greater Heal (Healing Ways): Spell No. 6
"Alas, the wounds of this weapon are beyond my skill to heal. I will do what I can..." (I)
As all players of MEPBM know: characters are in constant danger. Success in the game is often dependent on keeping characters in as much danger as possible: assassinating, challenging, exploring. Such characters will invariable become injured. The single best spell in the game to heal these characters is Greater Heal. No other healing spell gives as great a return as this one.
The economy of Greater Heal comes into play when three things are understood about the spell. First, it is only of Average difficulty. This means even lower level mages can learn this spell. With Prentice Magery being such a long road to mage skill (and the only way) this is extremely important. Second, the spell, combined with the natural healing process, will cure up to 64 points of health (50 + 14). Third, and finally, this spell has the second best healing spell, Major Heal, as its prerequisite.
Fortunately, or unfortunately, depending on the point of view, all healing spells take place as the very first thing in the turn. This means wounded characters will automatically be "refreshed" before facing the rigors of another turn. On the other hand, there is no possible method for healing a character during a turn (such as being personally challenged, cursed and facing an encounter.
Players should take note. Learning this spell is NOT a prerequisite to Heal True. This is the top of the food chain as far as Healing Ways is concerned. However, that's probably good enough. In most cases, having a character restored from 1 health to 65 health is probably all that's necessary. Unless a nation's strategy is to go out of the way seeking the most dangerous of situations on a regular basis, Greater Heal is all that is needed.
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Text Copyright 1998 by Jeffery A. Dobberpuhl. All game mechanics and terms are Copyright 1993 by Tolkien Enterprises, as produced, designed and distributed by Game Systems, Inc.