Healing Magics in TFT

(c) 2015 by Richard Wayne Smith - - - - - Version 1.0.1

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There has been a number of strongly held opinions on if TFT should have healing magics which would make it more like D&D cleric style healing. Some people have argued that effective D&D style healing would allow people to recover from wounds more quickly and we could get on with the adventure. Others disliked the attack, heal cycle from D&D. Most people found that TFT's long period to heal could slow down the game.

(The very quick summary above does not do these arguments justice. See the forum archives if you are curious about the full arguments.)

What follows below is my take on putting healing magic in TFT. The goals I wanted for healing magic were:

Note, that in my campaign, lines of Thrown Spells (where one spell is a simple improvement of another) are always multiples of 3 IQ apart. Note that a prerequisite spell, means that if you learn one spell, you automatically have learned all previous spells in that series for no memory cost. A corequisite spell, means that you need to know the listed spell but it is NOT included in the memory for this spell, both must be learned and paid for seperately.


The following spells may be added to the TFT spell list, if the GM agrees. Most of these spells are quite low power, and should not greatly change the TFT dynamics of how dangerous combat is.


IQ 7
T Healing: Minor
This spell allows the subject to heal wounds and recover from damage from exposure without bed rest. The subject will recover from wounds at the normal rate for his race (1 pt per 2 days for humans) while dungeon crawling, climbing tall mountains, or fighting Giant Slugs in howling jungles.
If the subject does get bed rest, he will heal one extra point of damage / 10 days.
This spell lasts one day unless willed off by the caster, or removed with a Remove Thrown Spell or Dissolve Enchantment. This spell can not be maintained, it must be recast.
Cost: 4 fST

IQ 10
T Healing: Lesser
preq Healing: Minor. This spell allows the subject to heal wounds and recover from damage from exposure without bed rest. The subject will recover from wounds at double the normal rate for his race (2 points of healing per 2 days for humans).
If the subject does get bed rest, he will heal 1 extra point of damage / week.
This spell lasts one day unless willed off by the caster, or removed with a Remove Thrown Spell or Dissolve Enchantment. This spell can not be maintained, it must be recast.
Cost: 4 fST

IQ 13
T Healing: Basic
preq Healing: Lesser. This spell allows the subject to heal wounds and recover from damage from exposure without bed rest. The subject will recover from wounds at triple the normal rate for his race (3 points of healing per 2 days for humans).
If the subject does get bed rest, he will heal an extra point per 5 days.
This spell lasts one day unless willed off by the caster, or removed with a Remove Thrown Spell or Dissolve Enchantment. This spell can not be maintained, it must be recast.
Cost: 4 fST

IQ 16
T Healing: Greater
preq Healing: Basic. This spell allows the subject to heal any damage without bed rest. The subject will recover from wounds at quadruple the normal rate for his race (4 points of healing per 2 days for humans). If the subject does get bed rest, he will heal 1 extra point of damage per 3 days.
If this spell is cast on a figure within 5 minutes of that person being wounded, this spell will heal 1 extra point of damage at once. This point is in addition to any points that are healed by a physicker. This spell will only work once per wound and only on the most recent wound (like physicking).
This spell lasts one day unless willed off by the caster, or removed with a Remove Thrown Spell or Dissolve Enchantment. This spell can not be maintained, it must be recast.
Cost: 4 fST

IQ 19
T Healing: Regenerative
preq Healing: Greater. This spell allows the subject to heal any damage without bed rest. The subject will recover from wounds at five times the normal rate for his race (5 points of healing per 2 days for humans). If the subject does get bed rest, he will heal 1 extra point of damage per 2 days.
If this spell is cast on a figure within 5 minutes of that person being wounded, this spell will heal 2 extra points of damage at once. These points are in addition to any points that are healed by a physicker. This spell will only work once per wound and only on the most recent wound (like physicking).
This spell will regenerate lost limbs and organs. This will not repair damage to the brain and is no use for attributes lost to aging.
The spell regenerates 1 cm cubed of lost flesh for each day of the first week, 4 cm cubed / day for the second week, 10 cm cubed / day for the next 2 weeks and 15 cm cubed / day there after. Thus a human eye would take about 8 days, a kidney about 8 weeks, an arm about 30 weeks and a leg about 75 weeks. If the subject spends most of his time in bed, the process is speeded by 10%. This process is very painful and slow and significant numbers of people become dependent on pain killers or alcohol during this period.
Every 3 basic IQ (IQ not Aided, no IQ Potions etc.) the casting wizard has above 19, reduces the amount of time required by 5%. (Minimum time is 1 day.)
This spell lasts one day unless willed off by the caster, or removed with a Remove Thrown Spell or Dissolve Enchantment. This spell can not be maintained, it must be recast.
Cost: 4 fST

IQ 25
T Revival coreq Healing: Regenerative.
This spell will restore any dead creature to life, provided death took place less than an hour ago. The spell cures all minor wounds and diseases and leaves its subject unconscious with a ST of 1. It will NOT restore youth.
For Revival to succeed, most or all of the body must be present. If the body has been severely burned, or otherwise damaged, or if limbs are missing, the wizard must make his DX roll on four or more dice. (Add a die for each completely mangled / missing limb or organ.) This spell can not revive people who have had their brain destroyed.
The character who is revived loses 5 points from some attribute or combination of attributes. See Death.
This spell won't work when read from a scroll because the wizard must see what needs to be repaired and adjust the spell to fit.

In my campaign, most wizards schools charge $10,000 or more to cast this spell on people. (It is an important source of funding for those schools that can cast it.) Charging this rate in a large city could allow a PC wizard to very quickly make a large amount of money. If GM's wish to prevent this, then the wizard's guild must either charge a lower rate (creating a price war) or have the existing schools actively defend their very profitable monopoly.
Cost: 50 fST



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