Game specific informationEdit
This spell sounds useful, and is in some situations, but it has notable caveats. The MP to HP ratio is pretty inefficient, at 1 HP per 4 MP at half charge and 1 HP per 2 MP at full charge, for a 50 HP heal at half charge and 100 HP at full charge, and 200 MP spent in both cases. The long casting time, around 3 seconds for a half charge and 4 for a full one, also make it nonviable to use in most combat situations, unless you can distract enemies from hitting her or get a Sorceress Crest or two. Its role is best described as a post combat heal that saves money on potions. It does get more utility with a Magus Ring equipped, as MP inefficiency doesn't matter as much anymore.
The spell was changed into a quick cast in Harmony of Despair that allowed the player to heal Charlotte and surrounding allies. Early on, it was a very powerful spell to use in general, especially at later chapters in Hard Mode, as at high enough INT, the MP to HP ratio was very efficient; so much so that even with an Astral Ring equipped, a well equipped Charlotte could actually out-heal the wounds that would have otherwise been inflicted casting the spell in the first place, essentially turning her into a source of free healing. While this is no longer true as of the December 2010 patch, Heal is still a useful support spell in multiplayer games.
The spell can be learned from Witches. In order to make a witch cast Heal, the player is required to cause damage to her and thus prompt her to heal herself. The heal spell is a pillar of rainbow light; in order to learn the attack, Charlotte must activate her barrier and jump into the pillar. It is best to use caution when attempting to learn heal, as Witches have two spells that can be acquired and Charlotte can only learn a single spell from each enemy per run.
One tip for causing the Witch to cast heal more frequently is to equip weaker spells (i.e.: spells that have not been maxed to level 9, do not hit multiple times and have a low damage output) and then attack the witch until she casts Heal. Once she has cast it, attack her again as quickly as possible and she may continually use Heal after every new strike. It is advisable to attempt learning Heal at an early stage, as Charlotte's melee weapon will be weak at that moment and thus very useful in prompting the Witches to heal without killing them (it may also be advisable to transfer to Hard Mode if the Witches are dying too easily on Normal).
- Heal Lv. 1 is an innate ability by the Infant Fairy, which heals Hector for 50 HP and can be cast for 10 Hearts.
- Heal Lv. 2 is learned by the Herbest and heals 100 HP for 20 Hearts.
- Heal Lv. 3 is learned by the Killer Bee and heals 200 HP for 30 Hearts.
- Heal Lv. 4 is learned by the Comet Star and heals 300 HP for 50 Hearts.
The Heal ability and its upgrades are instantaneous; however, there are also several healing spells which can be learned by other Fairy-Type evolutions:
|Item Data: Heal|
|Image||Name - Game|
|Type / Users||Attributes / Consume||Statistics / Sell||Found||Notes|
|Healing magic. Restores HP.|| Magic Spell|
|Consume: 200 MP|| HP +50 (partially charged), HP +100 (fully charged)|| Find: Entrance|
Conditions: Complete "Holy Appearance" quest.
| Effect: Heals a fair amount of HP.|
Special: Fully charged: Doubles healing effect.
|Recovery magic that restores HP|| Bound Spell|
|Consume: MP|| ATK +30|| Rarity: *|
First Obtained: Chapter 4
| Effect: Capable of healing allies|