Panacea

Miniatures Handbook (MH)Updated Supplementals (3.5)

Panacea is a D&D 3.5 spell (Conjuration (Healing)) from MH. On class lists for Cleric Variant (Level 4), Healer (Level 4), Cleric (Level 4), and others. Range or area: Touch; Saving throw: Will half (harmless) (see text); Duration: Instantaneous; Casting time: 1 standard action.

School
Conjuration (Healing)
Casting Time
1 standard action
Components
V, S
Range
Touch
Target
One creature
Duration
Instantaneous
Saving Throw
Will half (harmless) (see text)
Spell Resistance
Yes (harmless)

This spell channels positive energy into a creature to wipe away afflictions.
It immediately ends any of the following conditions affecting the target: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned.
It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell.
It also cures 1d8 points of damage + 1 point per caster level (up to +20).
Panacea does not remove ability damage, negative levels, or permanently drained levels.
It does not remove conditions caused by spells of 7th level or higher, or by spells or effects that cannot be dispelled.
Used against an undead creature, panacea deals damage instead of curing the creature (which takes half damage if it makes a Will saving throw), but it has no other effect.