Wand of healing 5e. Whether you got a septum ring or simple stud, you might be w...

Healing. A creature of your choice that you can se

KarinsDad. Adventurer. May 28, 2015. #16. Saelorn said: I would argue that you need to actually be using the wand as your focus in order to gain the bonus for your spell, for the exact same reason that holding a +1 dagger doesn't confer a +1 bonus to hit and damage with the battle axe you have in your other hand. That's just me, though.Potion of Poison. Potion, uncommon. This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned.Spelljammer: Adventures in Space. Strixhaven: A Curriculum of Chaos. Sleeping Dragon's Wake. Storm King's Thunder. Tales from the Yawning Portal. Tasha's Cauldron of Everything. Tomb of Annihilation. Tyranny of Dragons. Van Richten's Guide to Ravenloft.Magic Missile. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd ...A wand of cure light wounds does wonders; if you're using 3.5's Spell Compendium, a wand of lesser vigor can be even better. Anyone with even a single level in bard, cleric, druid, or ranger can use the wand of cure light wounds without using Use Magic Device; the druid and ranger also can use the wand of lesser vigor.A potion of fire breath gives the drinker a limited ability to breathe fire. A potion of fire breath is an orange-flickering liquid that gives off smoke. The drinker may use a bonus action to exhale fire at a target within 30 feet, forcing a DC 13 Dexterity saving throw. On a failure, the target takes 4d6 fire damage, and on a success, half as much. The drinker may exhale fire a total of three ...This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Can only be attuned by a spellcaster.Hero. Mar 15, 2015. #3. The problem with the wand of Cure Light Wounds was that players could buy them, easily, and it allowed them to heal up to full after every fight without expending any meaningful resources. The item was ludicrously cheap, compared to the expected-wealth-by-level chart. That problem is fixed in 5E, because magic items aren ...Cure Wounds. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Blessed Healer (PHB p.60) Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.. You get the benefit when you cast the spell, not at any other time. So the caster would gain 9 HPs …Posts: 46. Good day, As a life domain cleric, I noticed that I have healing words (and other spell later on) as a bonus action. If you follow the following from the PHB : A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn.The Wand of Healing is an UNCOMMON Healing Wand that is also a Support Item. It can be upgraded into a Wand of Mending and then into a Wand of Restoration. It is only able to be crafted and used if the player …The Ojibway tribe recognized it. The Old Testament even references the healing properties of humor: “A merry The Ojibway tribe recognized it. The Old Testament even references the healing properties of humor: “A merry heart doeth good like ...You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous School: 2nd-level abjuration Player's Handbook, pg. 255 Lesser Restoration 5e Lesser Restoration is a no-nonsense spell that instantly cures aThis item is a must-have for characters that want items like Gauntlets of Ogre Power and want to take the risk of dump-stating. Xanathar's Guide says it would take 10 workweeks and 2,000 gold to craft. If you're willing to make the investment, you can have it much earlier and sell it once you learn the infusion.SRD 3.5 said: Use a Wand: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. This use of the skill also applies to other spell trigger magic items, such as staffs. T.One of the reasons I like the current healing meta, is that it allows support classes (Clerics, Bards, and Druids) to not just be healbots. These classes can now take a more proactive stance in combat, rather than having to be concerned about keeping their allies alive. I don't think this is a problem. If you think this is a problem, you could ...The Greater Healing seems to low and the Superior seems a little low but also reasonable. My base prices (not accounting for where the players on or what's happening in the world): Vary slightly. Potion of Healing - 50 - 60 gp. Potion of Greater Healing - 200 gp. Potion of Superior Healing - 750 gp. Potion of Supreme Healing - 3,500 - 5,000 gp ...In previous editions you could get away with this due to things like wands of cure lt wounds (3.5) or just knowing more spells than what a 5E character has along with less incoming damage (AD&D). 4E had the whole healing surge thing and the various variations on healing word leader abilities. ... Standard healing in 5e is easy mode, and the ...Cure Light Wounds, Mass. School conjuration (healing); Level bard 5, cleric/oracle 5, druid 6, inquisitor 5, shaman 5, witch 6. CASTING. Casting Time 1 standard action Components V, S. EFFECT. Range close (25 ft. + 5 ft./2 levels) Target one creature/level, no two of which can be more than 30 ft. apart Duration instantaneous Saving Throw Will half (harmless) …Our past shapes our present and helps us identify who we are and where we are headed. So, it’s natural to us Our past shapes our present and helps us identify who we are and where we are headed. So, it’s natural to use our past experiences ...Casting Time: 1 action. Range: Self (60-foot cone) Target: Each creature in a 60-foot cone. Components: V S M (A small crystal or glass cone) Duration: Instantaneous. Classes: Sorcerer, Wizard. A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a ...Spelljammer: Adventures in Space. Strixhaven: A Curriculum of Chaos. Sleeping Dragon's Wake. Storm King's Thunder. Tales from the Yawning Portal. Tasha's Cauldron of Everything. Tomb of Annihilation. Tyranny of Dragons. Van Richten's Guide to Ravenloft.3.5 wands had a limited number of charges and that was it. 5e wands also last forever if you do not use the last charge. They did not even find all of the wands as written the AP. Because there are so many wands of cure light wounds in the AP and in my mind wands should be ranged instead of touch, I went with healing word.The bonus action spellcasting restrictions only apply if a spell is cast as a bonus action. You said it yourself, Healing light is not a spell. (Quick correction: it is just cure wounds, not "cure light wounds". But we know what you mean.) You can also use a paladin's lay on hands and healing word in the same turn for a similar reason.A normal wand of CLW is 750 gold and has 50 charges. A few will generally get a combat character all the way from level 1 to level 10. Having a few on hand is effectively "infinite healing" for all practical purposes as far as an adventuring party is concerned. If you think the standard price is too low, increase it a little.Aug 8, 2020 - Wand of Healing (5e Equipment) - D&D Wiki. Aug 8, 2020 - Wand of Healing (5e Equipment) - D&D Wiki. Pinterest. Today. Watch. Explore. When autocomplete results are available use up and down arrows to review and enter to select. Touch device users, explore by touch or with swipe gestures.The Washington Post reported in 2014 that more than 60 hospitals in the United States offered Reiki services. Seven years later, in 2021, that number has likely increased by a huge margin.Of course they are stealing the cargo to sell at a markup in the far less regulated Shackles. If the Shackles are forced to rely on 2nd level lesser restoration wands, the equally effective (save for on extremely rare healing resilient effects that require a caster level check) 1st level wands would be worth more than 750gp.Spelljammer: Adventures in Space. Strixhaven: A Curriculum of Chaos. Sleeping Dragon's Wake. Storm King's Thunder. Tales from the Yawning Portal. Tasha's Cauldron of Everything. Tomb of Annihilation. Tyranny of Dragons. Van Richten's Guide to Ravenloft.From Player's Handbook, page 230. 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by ...Journeys through the Radiant Citadel. KGV. Keys from the Golden Vault. LLK. Lost Laboratory of Kwalish. LMP. Lost Mine of Phandelver. MOT. Mythic Odysseys of Theros.Magic Items. modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.Staff of Charming. While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you ...Keep in mind that cheap and easy healing already exists; a Wand of Cure Light Wounds doesn't cost much, and for higher level parties with sufficient access to supplies, it's trivial to buy a few. Or a lot. That already makes out-of-combat healing fairly trivial, which means that your Ring of Cure Light Wounds won't change that aspect of the ... With single casting of the wand you can animate up to 14 HD worth of undead (or 10 HD, if the wand crafter is a Cleric). And you can control up to 28 HD in total (20 HD, if the wand crafter is a Cleric). Each casting would cost 350 gp, meaning the total price of the material components used in wand creation would be 17 500, added to the regular ...Of course they are stealing the cargo to sell at a markup in the far less regulated Shackles. If the Shackles are forced to rely on 2nd level lesser restoration wands, the equally effective (save for on extremely rare healing resilient effects that require a caster level check) 1st level wands would be worth more than 750gp.Cure Wounds 5E, found on page 230 of the Player's Handbook, is one of those spells that everyone needs to survive. In this article, we will break down how the spell works and everything you need to know about Cure Wounds 5E. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn.Potion of Growth. Potion, uncommon. When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.Wands Cost in GP Attunement Rare Failed Experiment Wand 1,250 Required Wand of Binding 3,000 Required Wand of Enemy Detection 1,500 Required Wand of Fear 2,500 Required Wand of Fireballs 4,750 Required Wand of Lightning Bolts 4,750 Required Wand of Paralysis 4,000 Required Wand of the War Mage, +2 2,500 Required Cure Moderate Wounds. School conjuration (healing); Level alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, shaman 2, witch 2; Domain healing 2. This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. The rules for Cure Wounds identify the spell as touch-based healing magic. It grants a small 1d8 base plus spellcasting modifier amount of healing to any creature.Rope of Entanglement. This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.This wand has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Cure Wounds 1st-level evocation.The Prayers of Healing spell has always been a staple spell in D&D 5e. While it has its own set of rules, it can also be combined with other spells to form a greater spell that has a more powerful effect. The spell itself is also used to heal many different types of ailments, including those caused by poison, disease, and even some magic damage.Staff of Charming. While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you ...Magic Item. Cost in Gold Pieces. Description. Amulet of the Devout. 101-50,000. A necklace that grants +1, +2, or +3 bonus to a cleric or paladin’s spell save DC and spell attacks, depending on rarity. Arcane Grimoire. 101-50,000. A tome of magical knowledge that grants +1, +2, or +3 bonus to wizard spell save DC and spell attacks, …The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed ... with tiny golden spiders sewn into it (90 gp). Hidden in the folds of the robe is a potion of healing in a crystal vial. On the bottom shelf rests a birchwood wand. magic ...Ring of Water Walking. Robe of Useful Items. Rope of Climbing. Shield. Slippers of Spider Climbing. Spell Scroll. Staff of the Python. Stone of Good Luck (Luckstone) Trident of Fish Command.The main reason that everyone adores the healing word is because of the 5e action economy. To make a winded explanation shorter, nearly everything in the game has an action. Moving takes an action, attacking takes an action, casting spells takes actions, and you get 2 actions per turn. Bonus actions are actions you can take for free.This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn.Some D&D 5e wands specifically require “attunement by a spellcaster.” To clarify what this means, Errata for the DMG describes what spellcaster-required attunement is: “If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.”With the release of Tasha's Cauldron of Everything, the Way of Mercy monk has been slightly reworked from the playtest version (in UA 2020: Subclasses, Part 1).Now I have a question about the new 11th-level feature, Flurry of Healing and Harm (p. 50): You can now mete out a flurry of comfort and hurt. When you use Flurry of Blows, you can now replace each of the unarmed strikes with a use of ...In previous editions you could get away with this due to things like wands of cure lt wounds (3.5) or just knowing more spells than what a 5E character has along with less incoming damage (AD&D). 4E had the whole healing surge thing and the various variations on healing word leader abilities. ... Standard healing in 5e is easy mode, and the ...We would like to show you a description here but the site won't allow us.Sun Blade. Sword of Life Stealing. Sword of Sharpness. Sword of Wounding. Trident of Fish Command. Vicious Weapon. Vorpal Sword. Weapon, +1, +2, or +3. All magic items from the 5th Edition (5e) SRD (System Reference Document), organized by type.A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect onMagic Items. modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Created by: Glorac. 5. Hag mask. Wondrous Item, rare (requires attunement) A hag mask is a powerful magic item with horrifying origins. Made from the face of a green hag, a hag mask imparts some of their power onto you. You get a few cantrips, including the beloved vicious mockery, as well as access to fear.Remember that doing this requires your DM to accept that spell attacks are the same as regular attacks for the purposes of activating Touch of Death, and that all necrotic damage applies to Vampiric Touch for healing, not just the spell itself. If one of those is an issue to your DM, you cannot combine them for healing. More definitive proof6 Toll the Dead. Sometimes, the dead themselves make the living pay a price for existing. With Toll the Dead (Necromancy), a spellcaster projecst the sounds of dolorous bells to a creature within ...Components: V S. Duration: 8 hours. Classes: Cleric, Paladin. You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an ...34. Yes, familiars are creatures and, as such, can attune to magic items so long as they meet the requirements for attunement (For example, the magic item cannot require the attuner to be of a certain class, and the DM must deem the familiar capable of wearing/attuning to the particular piece of equipment). However, some additional restrictions ...Wands Cost in GP Attunement Rare Failed Experiment Wand 1,250 Required Wand of Binding 3,000 Required Wand of Enemy Detection 1,500 Required Wand of Fear 2,500 Required Wand of Fireballs 4,750 Required Wand of Lightning Bolts 4,750 Required Wand of Paralysis 4,000 Required Wand of the War Mage, +2 2,500 Required Magic Items. modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.Viewed 851 times. 5. I have created a homebrew Paladin subclass, the Oath of Health, based off of the ideas of a Paladin completely devoted to healing and not combat. This was somewhat inspired by the brave doctors and nurses risking their lives against Covid-19 daily to help others. Theses Paladins are sworn to purge disease from the land.I read in the description of the Herbalism Kit that it contains components essential for the brewing of healing potions. Also, choosing the kit as starting equipment gives you proficiency with it. But I can't find anything about the process, magical or otherwise, for making a healing potion. Would this be a 'up to the DM' or a 'it's in the DM ...More powerful spell wands have a more restrictive attunement requirement. This seems intentional. If you look at the various magical Staves many of them have even more specific requirements than the wands. Like the Staff of Healing requiring attunement by a Bard, Cleric or Druid.Wand of Heal is a Wand in Pathfinder: Wrath of the Righteous.Wand of Heal is a level 6 Scroll from the Conjuration school. Wands in Pathfinder: Wrath of the Righteous can be used for dealing damage to Enemies, inflict Status Ailments or to buff Characters.. Wand of Heal Information. Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.Physical Description. A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes.This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.The artillerist gets to add a 1d8 to a damage spell when cast through their arcane firearm which can be used as a spell focus. More specifically -. if the Artificer uses the Arcane Firearm (which is a wand, rod or staff with carved runes, so not the Eldritch Cannon or any other infused item or one of the tools)Staff of Thunder and Lightning. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. Lightning: When you hit with a melee attack using the staff, you can ...Potion of Healing: 40: ... Wand of the War Mage +1: 1,000: Cloak of Elvenkind: ... D&D 5e Character Sheet (2023-10-10) Campaign Manager (2023-10-10) The best healing class in 3.5 is a wand of cure light wounds. Healing in combat is a waste of time and actions - it is always better to kill the enemies before they can do hp damage. Any divine spellcaster with cure light wounds on their spell list can use the wand. Any other class that can reliably get a 20 on Use Magic Device checks can use ...Healing word can be done by range but only has half the maximum healing capability, if it took a level 5 spell slot the cure wounds can do a maximum of 40 + spell caster bonus. whereas healing word can only do 20 + spell caster bonus. My players are *****ing that it should heal warforged. Warforged are constructs.Augury. By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. The spell doesn't take ...Staff of the Magi. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn.With hit dice for healing between battles, Wand of Cure Wounds is not as needed in 5e. On the other hand, having free castings of Cure Wounds from a magic item could allow a low-level party to take on many more battles per day than they normally would. I would give the wand a low maximum number of charges (5, perhaps) and have it recharge very ...Various Leaf Village chunin before the 4th Shinobi World War, Source [ [1] ]. After intense training, a Water Style Genin might pass the Chunin Exams, thus gaining the rank of Chunin. Chunin typically undertake C-Rank and B-Rank missions, and often become academy teachers later in life. Along with a flak jacket, and often but not necessarily a ...The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly. The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time.12 Hell Hound Cloak. Hell Hound via DnDBeyond. You might first think that, based on the name, it's a cloak made from Hell Hound. While that is true, this cursed magic item is much more than that. Originally introduced in an old adventure from the AD&D days, it was reformatted for 5e in Tales of the Yawning Portal.The bonus action spellcasting restrictions only apply if a spell is cast as a bonus action. You said it yourself, Healing light is not a spell. (Quick correction: it is just cure wounds, not "cure light wounds". But we know what you mean.) You can also use a paladin's lay on hands and healing word in the same turn for a similar reason.Staff, rare (requires attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail ...Using D&D 5e healing and banning CLW wands. Homebrew and House Rules: Search Thread Search this Thread: 1 to 50 of 157 << first < prev ... For those not familiar with 5e's healing, it works like this: At each level you gain a hit die associated with your class. After taking an hour rest you may spend any number of these hit die and regain the .... Conjuration ( Healing) When laying your hand upon a living creatureRope of Entanglement. Wondrous Item, rare. This rope i Cure Wounds. A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Spell Lists.Cure Wounds 5e Compared to Healing Word. If you’re a Bard, Cleric, or Druid, you’ll have the choice between Cure Wounds and Healing Word — Healing Word is the better option. It has a 60-foot range, allowing you more freedom of movement in combat. Plus, it only costs a bonus action, freeing you up to attack, cast a cantrip, or use another ... Staff of Thunder and Lightning. This staff can be wielded as a m Wands of heal were magic wands, usable by clerics, paladins, and rangers, allowing the wielder to heal and cure its targets from a variety of ailments. Wands of heal were shaped rods of slender bleached hardwood. These enchanted items allowed the wielder access to a powerful version of heal spell that not only cured serious wounds, but also removed harmful conditions such as blindness ... To make it clearer that elixir of life only works ...

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