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Heal was a conjuration or necromancy spell that cured many ailments and restored health.[1][2][3][6] The reverse of this spell, harm, could drain health away, bringing a creature to near unconsciousness and death.[2][3][6]


The caster had to touch the recipient of this spell for it to work.[1][2][3][6] The necromantic version of this spell restored a creature to full health, cured all diseases, restored sight, and cured mental disorders caused by brain injury or magic such as feeblemind.[2][3][6] The conjuration version delivered a charge of positive energy that had an upper limit on how much health it could restore, but it also cured blindness, deafness, disease, insanity, poison, sickness of all sorts, and the effects of spells such as confusion, and feeblemind.[1]

If cast in reverse, harm brought a living creature to the brink of unconsciousness and inflicted a disease on the victim.[2][3][6]

If either version was successfully cast on an undead creature, it acted like the corresponding harm spell.[1][2][3][6]


See AlsoEdit


  1. 1.0 1.1 1.2 1.3 1.4 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 239. ISBN 0-7869-2886-7.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 228. ISBN 0-88038-716-5.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 289. ISBN 0-7869-0329-5.
  4. Cook, Findley, Herring, Kubasik, Sargent, Swan (1991). Tome of Magic 2nd edition. (TSR, Inc), p. 153. ISBN 1-56076-107-5.
  5. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 187. ISBN 0-7869-0394-5.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 51. ISBN 0-9356-9601-6.

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