Heal

 
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. 

 
 
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