Fast Healing
| Fast Healing | |
|---|---|
| School | Restoration |
| Level | Apprentice |
| Magicka Cost | 73 |
| Casting | Fire and Forget |
| Delivery | Self |
| Effect | Heals the caster 50 points. |
| Duration | - |
| Perk | Apprentice Restoration (1) |
| Spell Tome | Spell Tome: Fast Healing |
| Game/DLC | Skyrim |
Fast Healing is the Apprentice healing spell in Restoration. It restores 50 points of health in one burst after a short charge. That makes it better than Healing in an emergency, since Healing only heals a little at a time.
Fast Healing belongs to the early game, once Restoration reaches the Apprentice rank. Most court wizards sell the tome, and so does Colette Marence at the College of Winterhold. A copy also lies in Apocrypha in the Dragonborn DLC.
Spell Tome
Fast Healing is learned by reading Spell Tome: Fast Healing. Calcelmo, Colette Marence, Falion, Farengar Secret-Fire, Madena, Nelacar, Sybille Stentor, Wuunferth the Unliving and Wylandriah sell the tome.
How It Plays
Fast Healing is a fire and forget spell cast on the caster. It needs a short charge, then the whole heal lands at once. That makes it the first emergency heal in Restoration. A caster who is about to fall can recover fifty points in a moment.
The other hand stays free while the spell sits ready. A warrior can keep a sword in one hand and Fast Healing in the other. A mage can pair it with a Destruction spell or a ward.
Compared with Healing and Close Wounds
Healing, the Novice spell, restores health a little at a time while it is held. It is cheaper but too slow when a fight turns bad. Close Wounds, the Adept spell, heals twice as much in one cast and gives more health for each point of magicka. Fast Healing sits between them, and it is the least efficient of the three for its cost.
Once Close Wounds is learned, that spell does the same job for less magicka per point healed. Until then, Fast Healing is the best quick heal available.
Perks and Builds
The Apprentice Restoration perk halves the cost of Fast Healing. Regeneration makes every healing spell stronger, and Respite lets healing spells restore stamina too. Recovery speeds up magicka regeneration between casts.
Sailor's Repose, the reward for the Frostflow Abyss quest, adds 10% to every healing spell. Fortify Restoration gear lowers the cost of the spell.
Training Restoration
Restoration only rises when a healing spell restores health that was really lost. Fast Healing pairs well with Equilibrium, an Alteration spell that turns health into magicka. Equilibrium drains health, and Fast Healing restores it in one burst. With good perks, the pair can refill both bars while the skill climbs.
Colette Marence trains Restoration to expert level at the College of Winterhold. Danica Pure-Spring in Whiterun trains it to master level.
Cost and Efficiency
Fast Healing costs 73 magicka at a skill of zero for 50 points of health. Healing costs 12 magicka per second for 10 points per second, so the slow stream is cheaper for the same amount. Fast Healing earns the extra cost when enemies are landing hits faster than a stream can keep up.
A higher Restoration skill lowers the cost of each cast. Extra healing comes from the Regeneration perk and from Sailor's Repose. Dual casting overcharges the spell into a bigger heal for a much higher price.
The Respite perk suits warriors in particular. Each cast refills stamina along with health, which keeps power attacks and sprinting going in a long fight.
Followers Who Cast It
Several followers carry Fast Healing. Marcurio, the hired mage at the Bee and Barb in Riften, heals himself with it when hurt. Onmund from the College of Winterhold casts it when he is badly injured.
Gameplay Tips
- The Regeneration perk raises the healing to 75 points.
- The Respite perk makes the spell restore stamina as well.
Spell Categories
All Restoration Spells
Novice
Novice spells are the first a mage learns and cost the least magicka.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Healing | 12 per second | Concentration | Heals the caster 10 points per second. | |
| Lesser Ward | 34 per second | Concentration | Increases armor rating by 40 points and negates up to 40 points of spell damage or effects. |
Apprentice
Apprentice spells need a little practice in the school.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Fast Healing | 73 | Fire and Forget | Heals the caster 50 points. | |
| Healing Hands | 25 per second | Concentration | Heals the target 10 points per second, but not undead, atronachs or machines. | |
| Steadfast Ward | 58 per second | Concentration | Increases armor rating by 60 points and negates up to 60 points of spell damage or effects. | |
| Turn Lesser Undead | 84 | Fire and Forget | Undead up to level 6 flee for 30 seconds. | |
| Necromantic Healing | 37 per second | Concentration | Heals the undead target 10 points per second, but not the living, atronachs or machines. | |
| Sun Fire | 24 | Fire and Forget | Ball of sunlight that does 25 points of damage to undead. |
Adept
Adept spells are the middle rank and hit noticeably harder.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Close Wounds | 126 | Fire and Forget | Heals the caster 100 points. | |
| Greater Ward | 86 per second | Concentration | Increases armor rating by 80 points and negates up to 80 points of spell damage or effects. | |
| Heal Other | 80 | Fire and Forget | Heals the target 75 points, but not undead, atronachs or machines. | |
| Repel Lesser Undead | 115 | Fire and Forget | All affected undead up to level 8 flee for 30 seconds. | |
| Turn Undead | 168 | Fire and Forget | Undead up to level 13 flee for 30 seconds. | |
| Heal Undead | 115 | Fire and Forget | Heals the undead target 75 points, but not the living, atronachs or machines. | |
| Stendarr's Aura | 248 | Fire and Forget | For 60 seconds, undead in melee range take 10 points sun damage per second. | |
| Vampire's Bane | 72 | Fire and Forget | Sunlight explosion that does 40 points of damage in a 15 foot radius to undead. | |
| Poison Rune | 246 | Fire and Forget | Targets that fail to resist take 3 points of poison damage per second for 30 seconds. |
Expert
Expert spells are powerful and expensive to cast.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Circle of Protection | 171 | Fire and Forget | Undead up to level 20 entering the circle will flee. | |
| Grand Healing | 254 | Fire and Forget | Heals everyone close to the caster 200 points. | |
| Repel Undead | 353 | Fire and Forget | All affected undead up to level 16 flee for 30 seconds. | |
| Turn Greater Undead | 267 | Fire and Forget | Undead up to level 21 flee for 30 seconds. |
Master
Master spells are the strongest in the school and need the most skill.
| Name | Image | Cost | Casting | Effect |
|---|---|---|---|---|
| Bane of the Undead | 988 | Fire and Forget | Sets undead up to level 30 on fire and makes them flee for 30 seconds. | |
| Guardian Circle | 716 | Fire and Forget | Undead up to level 35 entering the circle will flee. Caster heals 20 health per second inside it. |