The first of all spell classes to exist, the Cleric’s guild built the
foundation for spells that had the ability to heal, and to take away disease,
poison, and other ailments. Shared with the Magi’s guild in good faith,
a spell caster with these types of spells is a definite asset to any party
of characters. Spells of this class either Heal the living or Raise the dead.
Minor Heal
Effect: Will heal wounds.
Type: Non-Combat
Power: 5/3
Base Level: Cleric (2), Mage (4), Paladin (4), Villain (6)
Required Stats: 13 Int, 13 Wis
This general Heal Spell is useful for removing small wounds only, so
it will not help any other type of injury.
Cure Poison
Effect: Will remove Poison.
Type: Non-Combat
Base Level: Cleric (3), Mage (6), Villain (6), Paladin (9)
Required Stats: 13 Int, 13 Wis
Very useful to any adventurer, this spell will remove or reduce any form of Poison
that has been inflicted on a victim.
Heal
Effect: Will heal wounds.
Type: Non-Combat
Power: 15/6
Base Level: Cleric (4), Mage (8), Paladin (8), Villain (12)
Required Stats: 15 Int, 15 Wis,
8 Con
A more powerful Heal Spell, this magic is used to repair both small
and large wounds. However, just as Minor Heal, other ailments are not affected.
Cure Paralysis
Effect: Will remove Paralysis.
Type: Combat
Base Level: Cleric (4), Mage (8), Villain (8), Paladin (12)
Required Stats: 6 Str, 11 Int,
11 Wis, 10 Con, 6 Dex
This spell will remove any type of Paralysis that has been inflicted
upon the receiving character.
Cure Disease
Effect: Will remove Disease.
Type: Non-Combat
Base Level: Cleric (5), Mage (10), Villain (10), Paladin (15)
Required Stats: 15 Int, 15 Wis
Another useful spell, invoking this magic will remove or reduce any type of Disease
that the receiving character may be suffering from. |