Saturday, December 18, 2010

The Value of a Good Cure Disease

It's been my experience in my gaming background, that Cure Disease only came into use in a Meta-gaming sort of way - it cured magical diseases and got the PCs back on their feet.

Anyhow, as I sit here doped up on a decongestant, it got me thinking about the medieval timeframe that most fantasy settings are based upon.  Without immunizations, medication, antibiotics, etc - the common illnesses we don't think much of could be killers back then.

When you add in the fantastic to the medieval (your normal fantasy classes, spells, etc) you realize that the Cure Disease spell is probably more useful in society then any of the Cure Wounds line.  How do you stop an epidemic?  Set up a Cure Disease Triage with the local churches.  Which spell would probably have the common man seeking its services then all others?  Cure Disease.  That could be a real money maker, in volume alone, for fantasy churches and temples.

Or, this could just be some weird tangent my decongestant has put me on.

Time for bed i think...


  1. True, but I also imagine a having a handful of Cure Wounds spells on hand probably makes childbirth a lot safer. Between the two, it's easy to expect nearly modern life expectancy in any culture that's on good terms with its gods.

  2. I always assumed the pricing was for adventurers only. Healing your flock preserves your flock


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