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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


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