Cleric 1
Range. Touch
Duration. Permanent
Area of Effect. Creature touched
Necromantic (Reversible)
Components. V, S
Casting Time. 5s
Saving Throw. None
Upon laying his or her hand upon a creature, the cleric causes from 1 to 8 hit points of wound or other injury damage to the creature's body to be healed.
This healing will not affect creatures without corporeal bodies, nor will it cure wounds of creatures not living or those which can be harmed only by iron, silver, and/or magical weapons.
Its reverse, cause light wounds, operates in the same manner; and if a person is avoiding this touch, a melee combat "to hit" die is rolled to determine if the cleric's hand strikes the opponent and causes such a wound. Note that cured wounds are permanent only insofar as the creature does not sustain further damage, and that caused wounds will heal — or can be cured just as any normal injury will. Caused light wounds are 1 to 8 hit points of damage.
Druid 2
Range. Touch
Duration. Permanent
Area of Effect. Creature touched
Necromantic (Reversible)
Components. V, S, M
Casting Time. 4s
Saving Throw. None
With the exception of the fact that the druid must ave mistletoe (of any sort) to effect this spell, it is the same as the first level cleric cure light wounds spell.