Heal
(Necromantic)
Reversible: Harm



 
 
 
 
 
 
Level: c6, sh6
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Range: T
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Duration: P
Components: v.s
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CT: 1 round
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Save: None
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-
-
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Area: Creature touched
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psionic encounter: 25%
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MP: 115

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.