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Search results for 'major heal'
Keywords are: 'cleric spell cure light serious critical major healing soothe bolster wounds'
Spell: soothe wounds Mana: 7 Wis: 12 Chr: 11 Lvl 1 Cler (42%)
Spell: bolster Mana: 14 Wis: 16 Chr: 12 Lvl 8 Cler (42%)
Requires: soothe wounds
Spell: heal Mana: 28 Wis: 21 Chr: 17 Lvl 15 Cler (42%)
Spell: major heal Mana: 50 Wis: 24 Chr: 20 Lvl 22 Cler (28%)
cast soothe wounds <target>
cast bolster <target>
cast heal <target>
cast major heal <target>
The above are all healing spells which restores the health of the target
These spells are divine powers granted to clerics by the gods. In addition
to healing, these spells will remove the ongoing damage from acid.
The 'soothe wounds' spell is the weakest healing spell. It heals injuries
and removes pain, restoring health and a small amount of movement. While
it can help stave off death for a mortally wounded person, it works best
for treating non-lethal wounds.
The 'bolster spell restores both the health and the well-being of the
target, raising their morale.
Both the 'heal' and 'major heal' spells restore large amounts of
hitpoints. Targets of heal may feel a rebound of energy as their pain
is lessened. Major heal is so strong that when casting it on another
person, the caster may regain a small amount of health as the magic
courses through them.