5e
5e Level 6 · Evocation| Level | 6 |
|---|---|
| School | Evocation |
| Classes | Cleric, Druid |
| Casting time | 1 action |
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
bfrpg
bfrpg Level 6| Level | 6 |
|---|---|
| Classes | Cleric 6 |
| Range | touch |
| Duration | permanent |
| Reversible | Yes |
Heal enables the caster to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blindness, confusion, deafness, disease, exhaustion or fatigue, feeblemind, insanity, nausea, and poison. It also restores all but 1d4 of the target's hit points. Heal does not remove negative levels or restore permanently drained ability score points.
The reversed spell, harm, injures the creature touched so horribly that it is left with only 1d4 hit points. The caster must succeed at a normal attack roll in this case; failure means the spell is wasted. Note that, if the victim has fewer hit points remaining than the number rolled, he or she will take at least one point of damage (and this is the only case in which harm may kill a creature).
Generally, both heal and harm only affect living creatures. If used against an undead creature, heal instead acts like harm; likewise, harm affects undead like heal. Constructs such as golems are unaffected by either spell.