Faolyn
(she/her)
They've changed that in 5.24 then. In 5.14, disease was specifically listed in lesser restoration.You need a greater restoration (5th spell level so 7th level cleric or higher) in order to cure disease, lesser restoration removes the conditions Blinded, Deafened, Paralyzed, or Poisoned. The spell could be cast a total of 9 times in a day by a 20th level caster assuming they use higher level spell slots to do so. Not exactly going to stop a plague, although it would be difficult for many people to know who to cast it on.
And it doesn't appear that any version of the spell in 5.24 cures disease.
Anyway, assuming 5.14, it's not going to stop an existing plague, but it would do a huge amount to prevent one from starting. You notice someone with weird symptoms and cure them, they can't then spread the disease to others.
Plus, considering it's a world where you have people who have lived for hundreds of years, the state of medical knowledge should be higher in general. An healer who has had literally centuries to accumulate knowledge would have created an extensive library just of their own personal observations. Multiply that by the thousands of healers out there, plus various gods of healing (or their servitors) who may occasionally manifest, plus fantastic plants or creatures with healing properties. The real world had some truly amazing healers in Ye Olden Times. Give them actual magic and potentially centuries to practice, or at least the ability to learn from those who had centuries to practice, and a fantasy world is going to look very different from the real world.
Of course, you could go an the idea taken from real-world belief: maybe diseases are caused by demons. Maybe there are very few or no serious diseases that are caused by viruses or bacteria.
That's... not correct. In a narrative game, you look at the direct result and then determine the effect it has on the story. You don't just dismiss something because it doesn't make a good story; you look for ways to integrate it into the story.Which is why I consider the approach the game takes than the actual level of abstraction or granularity. Any label we apply isn't ever really going to be accurate, for me it's more about am I looking at what happens in game and how what the character says and does is resolved. In a narrative game you're thinking about the impact on the story, in sim it's more what's the direct result first and then considering whether something else will happen because of that direct result.