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Cure
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{{Water spells}}{{Spell|54|54|39|31|31|0|30|31|53|31|31|31 | school = Water Magic | level = 1st | cost = 6/5 | duration = instant | b_effect = Removes all negative spell effects from the selected friendly unit and heals it for (10 + (power x 5)) health points. | a_effect = Removes all negative spell effects from the selected friendly unit and heals it for ('''20''' + (power x 5)) health points. | e_effect = Removes all negative spell effects from '''all''' friendly units and heals them for ('''30''' + (power x 5)) health points. | no_appear = {{Town|Necropolis}} }} '''Heroes starting with Cure:''' * {{Hn|Caitlin|Cleric}} * {{Hn|Uland|Druid}} * {{Hn|Astra|Navigator}}{{-}}{{withhota}} '''Heroes specialising in Cure:''' * {{Hn|Uland|Druid}} * {{Hn|Astra|Navigator}}{{-}}{{withhota}} '''Creatures immune to Cure:''' {{immune|spell123=1|spell1234=1|spell12345=1}} '''Creatures capable of casting Cure:''' * {{Cn|Master Genie}}s (advanced level) * {{Cn|Enchanter}}s (expert level) {{spell 'see also'}} {{user commentary| Cure is rather weak in terms of recovering units' hit points. Even with expert Water Magic and [[spell power]] of 20, the effect is only 130 hit points. However, the power of Cure spell lies within its dispelling properties. Cure spell can remove any negative spell effects or effects caused by creatures' special abilities (e.g. [[paralyze]]), except for effects of the [[Disrupting Ray]] spell. Using expert Cure instead of expert [[Dispel]] removes all negative effects from allied troops, leaving all negative effects on enemy troops and all positive effects on allied troops intact. Cure can remove [[Hypnotize]], if you don't have Water Magic or have basic or advanced Water Magic, however expert Cure is NOT able to heal Hypnotize or heal HP of a hypnotized unit. (This may/may not be a bug.) }}{{end of user commentary}} [[Category: Spells]]
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