WizardLv. 4
Sand Healing
- SchoolNecromancy
- ComponentsV, S, M
- RangeTouch
- Area1 creature
- Casting time4
- DurationInstantaneous
- SaveNone
This spell enables the caster to use a handful of sand, a drop of water, spittle or tears, and a drop of blood or sap, to heal wounds. Applied to the wounds, the components cure 2d4 points of damage, but can't heal blindness, disease, insanity, or ongoing poison effects: only physical hurts.
Notes: Restricted to the desert mages of the Anauroch region of the Forgotten Realms setting and those trained by them.
Sources: Wizard's Spell Compendium