Jump to content

AD&D Players Handbook/Database/Spells/Cleric/Heal

From singerhosting
  1. Heal


Class Cleric
Spell level 6
School Necromantic
Reversible Yes
Range Touch
Duration Permanent
Area of Effect Creature touched
Components V, S
Casting Time I round
Saving Throw None


    1. Description

The very potent heal spell enables the cleric to wipe away disease ond 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 hit points of damage suffered due to wounds or injury, save 1 to 4 (d4). It dispels o feeblemind spell. Naturally, the effects can be neGated by later wounds, injuries, and diseases. The reverse, harm, infects the victim with a disease and causes loss of all hit points, as damoge, save 1 to 4 (d4), if a successful touch is inflicted. For creatures not affected by the heal (or horm) spell, see cure light wounds.

    1. Source

Supplied Players Handbook PDF, PDF page 52. Original printed page is approximately 50 for this portion of the scan. Source column: R.

OCR source record

[edit]
Level: 6 Components: V, S Range: Touch Duration: Permanent Saving Throw: None Area of Effect: Creature touched Casting Time: I round Explanation/Description: The very potent heal spell enables the cleric to wipe away disease ond 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 hit points of damage suffered due to wounds or injury, save 1 to 4 (d4). It dispels o feeblemind spell. Naturally, the effects can be neGated by later wounds, injuries, and diseases. The reverse, harm, infects the victim with a disease and causes loss of all hit points, as damoge, save 1 to 4 (d4), if a successful touch is inflicted. For creatures not affected by the heal (or horm) spell, see cure light wounds.