The first of all spell classes to exist, the Cleric's guild built the
foundation for spells that had the ability to heal, take away disease,
poisons 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 or Raise the dead.
Minor Heal
Base Level: 2
Guilds: Paladin, Villain (6), Magi
(4), Cleric
Required Stats: 13 Int, 13 Wis
NON-COMBAT Spell, will heal hits.
This general Heal Spell is useful for removing small wounds only, so
it will not help any other type of injury.
Cure Poison
Base Level: 3
Guilds: Paladin, Villain (9), Magi
(6), Cleric
Required Stats: 13 Int, 13 Wis
NON-COMBAT Spell, will remove Poison.
Very useful to any adventurer, this spell will remove any form of Poison
that has been inflicted on a victim.
Heal
Base Level: 4
Guilds: Paladin, Villain (12), Magi
(8), Cleric
Required Stats: 15 Int, 15 Wis,
8 Con
NON-COMBAT Spell, will heal hits.
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
Base Level: 4
Guilds: Paladin, Villain (12), Magi
(8), Cleric
Required Stats: 6 Str, 11 Int,
11 Wis, 10 Con, 6 Dex
COMBAT Spell, will remove Paralysis.
This spell will remove any type of Paralysis that has been inflicted
upon the receiving character.
Cure Disease
Base Level: 5
Guilds: Paladin (15), Magi (10), Cleric
Required Stats: 15 Int, 15 Wis
NON-COMBAT Spell, will remove Disease.
Another useful spell, invoking this magic will remove any type of Disease
that the receiving character may be suffering from. |