This is old Magical healing in Shadowdawn is not always safe. For this reason, characters should keep track of the *total* number of Hit Points healed by magic or other unnatural means. Also, we use a different set of healing spells for the ThreadWeavingMagicMechanic:
Spell NameCostEffect
Healing5Gives the recipient [Adept Healing] until the current wounds are healed, or the spell is dropped (requires Sure Healing and either Adept Healing or Magery 2).
Instant Nap1Causes the target to immediately spend a [Recovery Test]. Resisted by HT, if the target is unwilling. Extra Effect can add extra tests.
Stimulate Healing2Grants a [Recovery Test] which must be used immediately. Extra Effect can add extra tests (requires Instant Nap).
Increase Healing3Grants an extra [Recovery Test] which may be saved for later. Extra Effect works. If the target doesn't have Adept Healing, the spell must be sustained until the test is used, or the spell is lost (requires Stimulate Healing, Magery 1).
Sure Healing2Gives a bonus of 1 to any [Recovery Test]s taken under its effect Extra Effect works (requires Magery 1, Stimulate Healing).
Deprecated Healing Spells: Do not take the below
Old-style Simple Healing1 Gives the recipient an extra [Recovery Test] per day for the duration of the healing process. Only one healing spell can be active on a patient at any time, thus multiple castings are of no benefit to the patient.
Old-style Minor Healing3As above, but grants two extra [Recovery Test]s per day.
Old-style Major Healing7As above, but grants [Adept Healing] and a [Recovery Test] per day.
Old-style Greater Healing9As above, but grants [Adept Healing] and two [Recovery Test]s per day
Old-style Divine Healing11As above, but grants [Adept Healing] and one [Recovery Test] per point of HT.