Spells in Wizardry 7

Cure Stone

Magic Cost: 18

Cure Stone attempts to restore a statue to a living being.

Success ages the target by 183-365 days. If their Vitality is less than 18, the target might be killed.

Spell Level: 6

Realm: Earth

Resistance: None

Spellbook: Alchemy, Theology

Type: Curative

Target: Ally

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1Success if Target Vitality is more than 18

Power Level 2Success if Target Vitality is more than 15

Power Level 3Success if Target Vitality is more than 12

Power Level 4Success if Target Vitality is more than 9

Power Level 15Success if Target Vitality is more than 6

Power Level 6Success if Target Vitality is more than 3

Power Level 7Cures all Stone

Used by Enemies:

None

Fire Spells:

Blinding Flash Dazzling Lights Energy Blast Fire Bomb Fire Shield Fireball Firestorm Lightning Nuclear Blast Psionic Fires Prismic Missile

Water Spells:

Chilling Touch Cure Disease Cure Paralysis Deep Freeze Draining Cloud Haste Ice Shield Iceball Paralyze Restfull Slow Stamina Superman Terror Weaken

Air Spells:

Air Pocket Asphyxiation Cure Poison Deadly Air Deadly Poison Death Cloud Levitate Missile Shield Noxious Fumes Poison Poison Gas Purify Air Shrill Sound Silence Stink Bomb Toxic Vapors Whirlwind

Earth Spells:

Acid Bomb Acid Splash Armor Shield Armormelt Armorplate Blades Create Life Crush Cure Stone Direction Itching Skin Knock-Knock Web Whipping Rocks

Mental Spells:

Bless Charm Confusion Cure Lesser Cnd Death Detect Secret Divine Trap Hold Monsters Identify Illusion Locate Object Locate Person Mental Attack Mind Flay Mindread Psionic Blast Sane Mind Sleep Spooks Watchbells Wizard Eye

Divine Spells:

Anti-Magic Astral Gate Blink Conjuration Death Wish Dispel Undead Enchanted Blade Heal Wounds Healthfull Lifesteal Make Wounds Magic Missile Magic Screen Recharge Resurrection Remove Curse Word of Death Zap Undead