Heal
(Necromantic)
Reversible: Harm
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Effect:
The very potent heal
spell enables the cleric to wipe away disease and injury in the creature
who receives the benefits of the spell.
It will
completely cure any and all diseases
and/or
blindness
of the recipient
and
heal
all HP of damage suffered due to wounds or injury, save 1 to 4 (d4).
It dispels
a feeblemind spell.
Naturally, the effects can
be negated by later wounds, injuries, and diseases.
DMG: This spell will not cure serious forms of mental disorders not related to spells or inflicted by injury to the brain.
Shukenja:
The recipient of the heal spell is completely cured of disease, blindness,
or feeblemind, and in addition regains all but 1d4 HP.
WSG: The Dungeon Master
should interpret the power of this
spell liberally when it
is used to counter injuries or disabilities
caused directly or indirectly
by the environment. For instance, a
heal spell will restore
all constitution points lost from heatstroke,
not just those that would
have been regained by normal recovery.
Harm:
The reverse, harm,
infects the victim with
a disease and causes loss of all hit
points, as damage, save 1 to 4 (d4), if a successful touch is inflicted.
For creatures not affected
by the heal (or harm) spell, see cure light wounds.
Hate (god of harm)
Shukenja.Harm: Its
reverse, harm, infects the victim with a disease and causes loss
of all save 1d4 hit points, if a successful touch is inflicted.