The Cleric may heal 1d6 worth of damage to any one injured body part. This Spell will not restore lost Blood Points and will not heal fractures.
Any excess healing is lost after the selected body part is healed.
For example, if the Cleric were to heal a Character's arm which has taken 4 point of damage, and rolls a 5 or a 6, the extra points are lost. The Cleric may stop one wound from bleeding. This Spell will stop the blood flow, no matter how severe the injury, even amputation. Note a bleeding wound must be stanched somehow, before any other healing can be done to that body part. Violent actions or further injury may reopen a clotted wound.