Spells in Wizardry 7

Heal Wounds

Magic Cost: 4

Heal Wounds restore some health to the target. It doesn't cure illnesses; it only recovers HP.

Target ages one day from the effects of the spell.

Spell Level: 1

Realm: Divine

Resistance: None

Spellbook: Alchemy, Theology, Theosophy

Type: Restorative

Target: Ally

Can Backfire:

Can Fizzle:

Spell Effects:

Power Level 1Recovers 2-8 HP

Power Level 2Recovers 4-16 HP

Power Level 3Recovers 6-24 HP

Power Level 4Recovers 8-32 HP

Power Level 15Recovers 10-40 HP

Power Level 6Recovers 12-48 HP

Power Level 7Recovers 14-56 HP

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