An essential spell, Heal repairs smaller wounds in no time, on either the caster or any other person. In battle or after other injuries, this spell saves lives! It will not remove toxin or disease, however, so in these cases, the Cure spell is required. For more serious injuries, the Great Heal spell will take care of the grievous wounds that Heal alone cannot.
Yellow potions fulfill the same purpose as this spell.
One of the cornerstones of the good and true path of the wizard is the use of enchantment for beneficial ends. We have discussed the Cure spell, which renders venom as harmless as the purest of well water, but the most common form of injury is the physical wound rather than the internal disruption brought on by poison. Swords and talons do not discriminate, and the tools of justice are oft used for unjust purposes. When you or your companions have suffered physical injury that hath rent or seared the flesh, the Heal spell is invaluable. Mix similar quantities of the healing essence of Ginseng with integrating strength of Spider Silk and apply it to the wound. Speak the name of the victim and the flesh will be hastened along the road to wholeness.
Mani is the simplest healing spell. Mani does not cure patients, but it does make them feel better and may take them out of immediate danger. Mani is useful even to higher circle magicians, because it is simple enough to cast during combat. Spider silk and ginseng are the components needed for Mani. No special conditions are necessary during mixing or casting.