Therapeutic Spells are utilized to temporarily mend the body, so that the recipient can continue to function until such time as the body manages to heal itself. All such spells must therefore be maintained until the recipient has recovered. Normal wound recovery is at a rate of [Constitution / 5] Body points per day, retaining fractions.
The maintenance of Therapeutic Spells is not of itself a difficult task for the magician, but it does require his continued survival (such spells will not be maintained when the caster is in a coma, dead, or in a similar degree of mental debilitation) and he is limited in the number of such spells he can maintain to one-half his Magic Attribute. Note that critical wounds will generally require the casting, and maintenance, of two spells. Occasionally it may be prudent to re-cast previously established therapeutic spells on an individual, adding damage levels previously "fixed" in order to maintain coverage without exceeding this limitation. Purposeful intent to exceed this limitation results in a 1d6 day coma.
This therapy causes the flesh of the recipient to knit back together over a puncture or cut wound and alleviates swelling and bruising of muscle tissue due to blunt trauma. It is indicated for general (non-critical) damage to all parts of the body. This spell may be cast on oneself.
This therapy causes the flesh of the recipient to re-grow a temporary skin to replace that lost to either temperate or chemical burning. This skin protects the wound and provides a suitable environment for acceleration of the natural regrowth of the damaged outer layer. Such wounds normally heal much more slowly than others. This spell allows healing within the normal period of time.
This therapy repairs the separation of muscle and tendon fiber from itself or adjacent structures. It is specifically indicated for critical limb damage. Sternum, Solar Plexus, Between Eyes and all Miscellaneous critical damage also benefit from this therapy.
This therapy will temporarily cause broken (or severed) bone to fuse. It is indicated for debilitating limb damage and broken ribs. A Difficult (D4) - Chirurgery skill level test against Intelligence must be successfully made, or the recipient will receive an impairment in the use of the limb (Strength and Dexterity) equal to 1d10 X Difficulty Level of the failed test Percent of current ability).
This therapy will temporarily restore function of an organ or artery. It is indicated for critical damage to the internal organs of the torso as well as most critical head injuries and the dreaded Groin injury. A Strenuous (D5) - Chirurgery skill level test against Intelligence must be successfully made, or the recipient will receive a permanent impairment in the use of the organ (generally Constitution, but damage to the sense organs, especially Eyes, for vision, and Ears, for balance, will impair many physical skills) equal to 1d10 X Difficulty Level of the failed test Percent of current ability). See the example above.
This therapy will temporarily purge impurities from the blood, allowing time for the preparation and administration of appropriate antidotes. It is indicated for poisoning, stings, venoms and occasionally diseases. This procedure is time-consuming, requiring an hour or two of leaching or blood letting. The difficulty of the task is equal to [(24 - recipient's Constitution) / 4]. This spell may be cast on oneself.