Mistakes and Misunderstandings: The Traps of Unsound Healing Spells in Manga

By admin

In the world of manga, healing spells are often depicted as a powerful and essential tool for characters to recover from injuries and ailments. However, the **unsound application of healing spells** in these stories can sometimes undermine the realism and impact of the narrative. One common issue with healing spells in manga is the **lack of consequences**. Characters are often able to heal themselves instantly and completely, without any lasting effects or repercussions. This may be convenient for the plot, allowing characters to continue their adventures without hindrance, but it diminishes the stakes and sense of danger. The willingness of authors to use healing spells as a quick fix can result in a lack of tension and impact in the story, depriving readers of the emotional investment that comes with characters facing and overcoming physical and emotional struggles.


At the time of writing this I can find no character or monster ability (in the PHB, DMG, MM or XGtE) besides the spell you mention that directly causes exhaustion. There are two indirect, but canonical ways that could work in the timescale of a combat:

The take-home message seems to be that the higher levels of exhaustion 3 have really nasty and rapidly escalating effects, and anything that would let you apply them to another creature without serious effort is potentially game-breaking. Build it up gradually over weeks and months until you reach the recommended goal of 2 hours 30 minutes of moderate-intensity aerobic exercise, such as cycling or fast walking, every week.

Obtain exhausted spell

The willingness of authors to use healing spells as a quick fix can result in a lack of tension and impact in the story, depriving readers of the emotional investment that comes with characters facing and overcoming physical and emotional struggles. Another aspect of healing spells in manga that can be problematic is their **unlimited availability** and ease of use. Characters often possess healing abilities without any explanation or limitations, which can undermine the overall world-building and logic of the story.

Allowing more spell slots at the expense of fatigue: Will this house rule break the game?

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher-level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level.

I want to emphasize this aspect in my homebrew world so I have come up with the following house rule:

Inner Reserves: A spellcaster can exceed the number of spell slots normally allocated to her at the expense of getting fatigued. When a spellcaster runs out of spell slots she can access her inner reserves and push her physical and mental abilities to their limits. Doing so, allows her to cast a spell but gain an exhaustion level equal to the level of the spell she cast. For example, if the spellcaster casts a Level-2 spell she will gain two levels of exhaustion. The exhaustion takes effect at the end of the spellcaster's turn.

Reasoning

  • Fair Exchange: In my eyes, this is a fair exchange. Gaining one level of exhaustion will most likely not make a difference in a battle but that is also the case for a Level-1 spell. On the contrary, when gaining two levels of exhaustion or more, the PC becomes extremely vulnerable. So this is a high-risk high-reward scenario. If you are about to exhaust yourself you better make sure that you will win the fight.
  • Dramatic Effect: I think it goes without saying that such a mechanism can lead to some very dramatic moments. I can imagine several scenarios where a spellcaster exhausts herself to heal the group or cast one last fireball that ultimately saves the day.

Potential Problems

An immediate problem I identify is that this rule allows all classes to cast 5 more Level-1 spells (or less at higher levels). This may break some classes that are designed to cast very few spells per day (e.g., Warlock, Paladin). On the other hand, I feel that this imbalance is mitigated by the severe consequences of high exhaustion levels. I.e., I don't think that it's viable to abuse this mechanism.

Questions

  1. Will this house rule completely break the game?
  2. Which classes are going to be affected the most?
  3. Are there any other unforeseen consequences introduced by this rule? (i.e., unrelated to classes)

Finally, if this rule does not completely break the game, I would ideally like to read about how you'd improve it, but I feel that this may push rpg.stackexhange.com 's rules a bit, so feel free to omit this part.

EDIT: @encryptor's answer includes some excellent points. I have edited the rule's description to address some of them.

See a GP for a referral for talking treatment on the NHS, or for advice on seeing a private therapist.
Unsound application of healing spells manga

The absence of restrictions on healing spells can make it difficult for readers to suspend their disbelief and invest in the story's universe. Without clear rules and limitations, the use of healing spells can feel arbitrary and overpowered, robbing the story of meaningful conflict and character growth. Moreover, the **overreliance on healing spells** in manga can also overshadow other important aspects of the story, such as character development and plot progression. Characters who possess healing abilities may become one-dimensional, as their role in the narrative largely revolves around healing others. Additionally, the constant availability and use of healing spells can create a predictable pattern in manga, where characters encounter obstacles only to be swiftly healed and continue on their journey without any lasting consequences or growth. This repetitive cycle can lead to a lack of narrative tension and variety, ultimately diminishing the impact and enjoyment of the manga. In conclusion, the unsound application of healing spells in manga can hinder the realism, stakes, and impact of the narrative. The lack of consequences, unlimited availability, and overreliance on healing spells can undermine the tension, world-building, and character development in manga. Authors should strive to use healing spells in a more thoughtful and balanced manner, incorporating consequences and limitations to create a more engaging and immersive storytelling experience..

Reviews for "The Fallacy of Quick Fixes: The Downfall of Misguided Healing Spells in Manga"

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