Editing Cure
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{{Water spells}}{{ | {{Water spells}}{{Spell54|54|39|31|31|0|30|31|53|31 | ||
| school = Water Magic | | school = Water Magic | ||
| level = 1st | | level = 1st | ||
| cost = 6 | | cost = 6 | ||
| duration = instant | | duration = instant | ||
| b_effect = Removes all negative spell effects from | | b_effect = Removes all negative spell effects from target, allied troop and heals it for (10 + (power x 5)) health points. | ||
| a_effect = Removes all negative spell effects from | | a_effect = Removes all negative spell effects from target, allied troop and heals it for (20 + (Power x 5)) health points. | ||
| e_effect = Removes all negative spell effects from | | e_effect = Removes all negative spell effects from all allied troops and heals each for (30 + (Power x 5)) health points. | ||
| no_appear = {{Town|Necropolis}} | | no_appear = {{Town|Necropolis}} | ||
}} | }} | ||
[[Uland]] the [[Druid]] has Cure spell as a specialty. It means that he can cast Cure with increased effect, based on his experience level compared to the level of the target unit. | |||
== Discussion == | |||
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]]) | Cure spell 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]]). 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. | ||
[[Category: Spells]] | [[Category: Spells]] |