Actually it does, I just tested it twice.
Does it cure it from the get go? Or do you have to level it up to get it to do so?
It seems to be a buffed up Meiling Healer and will heal up nicely on anyone that isn't named Komachi or Remilia though the delay is a little prohibiting.
Well, considering that the delay for the healing spell was a problem in the first game, it's no surprise that it's still a problem now.
Great incantation will be triggered on any spellcards including those that heal or has no numerical damage value. From my experiments, only healing and damage spells are boosted. Buffs, Mp restore (magician), and other effect doesn't seem to be affected.
So, the Boost effect is expended regardless of the spell used. That's a pity.
Considering that a fully leveled Miracle Fruit buffs 42% to all stats (48% with enhancer), it's not a bad idea especially if you play her as a strategist (or have Strategist Byakuren nearby). Her survivability seems to be stronger than in the previous game and beats out Reimu slightly statwise though her leveling growth is somewhat slower than the red-white so a full defensive Sanae can be respectively durable.
Strategist, hm? Interesting thought, although Sanae being said class means that she has to stay out in the front line for the whole fight to maximize the potential of said skills...
Personally, as I have said before about her, I see Sanae as a "Jill of All Trades" sort of character(which actually makes sense, considering that her "cast herd" skill, "Grateful Believers of Moriya Shrine", teams her up with a tanky mage(Kanako) and a glass cannon(Suwako), so she's the only support character in that group), meaning that she can become whatever you want her to be, as long as you develop her properly. I had also stated that Sanae could be seen as a weaker version of Kanako, trading attack power for healing and buffing options. And honestly, I can see her using almost any subclass with little difficulty(Warrior(Attack based), Diva(not fast enough), and Gambler(just no) are the only ones that would be pointless for her to have), which is why I actually thought that Sorcerer would be useful to her. It helps in case you want to give her some attack strength and variety for her spells without sacrificing her defenses, healing, or buffing, making her more well rounded for whatever she needs to do.
Come to think of it, considering their skill sets, I would actually put Reimu in whatever slot isn't filled by the Moriya Trio when the three of them are out, seeing as she can give group based heals and defensive buffs, and her attack spells(presuming that you'll ever use them at this point, as I would of flat out wished that they hadn't taken her Evil Sealing Circle spell away) can be strengthened by Sanae's "Power of the Living God" skill.
Related question to the above: how powerful is the Paralysis proc on Reimu's Yin Yang Orb when fully leveled up? It would be nice to know, to be honest.
Speaking about Reimu, like I said, why did they remove her Evil Sealing Circle spell at all? Unless it was to make Cirno look like a more viable option, but that still doesn't explain the Paralysis proc on the Yin Yang Orb spell when leveled up.
I'm going to just say what I think should of been done with her attack spells and her skills:
Yin Yang Orb: Personally, I would flat out of given the spell a Shock proc, rather than Paralysis. The reason would be simple...
Evil Sealing Circle: ...because I would give back this spell to Reimu, complete with its Paralysis proc, which would be powered up via leveling up the spell.
Persuasion Needle(New spell that I thought up): Row based, Spirit element, Composite attack spell, ignore some of the enemies DEF and MND and leveling it up would allow it to ignore more and more of the enemy's defenses. Formula is not strong, but the defense piercing aspect would more than make up for that, maybe...
Fantasy Seal: Okay, to be clear, I would make it so that it had at least a +60 accuracy to it from the get go(given that this move is a homing attack in the canon games), and have said accuracy go up as you level up the spell(+30 accuracy per level sounds good to me), so that it would as least be able to not miss when it's used. Granted, I know that the formula means that its damage output will likely drop like a stone as she is being built defensively, but at least until then, she'll have an attack that allows her to hit dodgy foes.
Healing spell(kind of forgot the name): If it isn't a Composite Spell, then I would change it to be so. Otherwise, it's fine.
Great Hakurei Border: No Change, it needs no improvement, really.
Now for the Skills:
Final Prayer: Odd that it restores only HP, and maxing it out restores all HP to the front line. I doubt that it needs improvement, but if it wouldn't be too much to ask, could this skill be made to restore the MP of the front line as well? Since this skill requires that Reimu be defeated to activate, it doesn't sound like it would be too much, would it?
Hakurei Guardian: I may not be an expert of the game or anything, but a chance of restoring
1 MP after battle? Seriously? I would rewrite it as this:
Skill Cost: 7
Max Level: 2
At the end of each battle, each character on the frontline has a (SLv * 35)% chance of restoring (SLv * 10)% MP(minimum 1 MP). This skill works even if Reimu is in reserve.
Unless I'm mistaken, the cost for the skill has been raised, but given the nature of the skill as it is now, it shouldn't be too costly for the effect that it gives, and said skill will be useful for more than early game, given that the MP restore is based on percentage instead of a flat number.
That's all I got for now. I hope that I haven't done the whole "wanting to make someone OP" thing again...