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| .:. HEAL |
Heal Heal repairs body parts that are still present, closes their ordinary cuts, bruises and burns, and mends their fractured bones. It does not regrow severed parts: missing limbs and their stump wounds remain after Healing. Healing leaves the caster exhausted and the recipient hungry. Low or negative Endurance does not by itself refuse a weave if you are already grasping and otherwise able to cast. Heal's cost can still put you in danger of overchanneling; its final exhaustion does not erase the risk from the cost of that cast. See Overchanneling before relying on Healing while tired. You must know Heal and meet its prerequisites and flow requirements. Healing Talent describes the talent's role in learning Healing weaves. Use inform 'heal' for current requirements and teaching information. Syntax: > weave 'heal' <target> > weave 'heal' <power level> <target> Grasp the One Power first and name a visible target in your room. Power levels 1-4 select spending tiers independently of your grasp amount. Omitting the level uses grasp-based spending; a plain grasp uses the weave's default. Normal combat charging rules still apply. Example: > weave 'heal' 1 loth See also: Cure Wounds, Healing Talent, Weave, Spells, Combat Channeling, Overchanneling |
| :: Beginning |

