Heal

 
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. 

 
 
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