geordie racer wrote:
Any chance of a Cleric spell Marv ?

Forgot to go back to this. How about "Neutralize Poison or Disease", which is level 2.
1-13 Failure.
14-15 By touching an ally, you retard the subsequent effects of one poison or disease that is affecting them, and remove the remaining dosage or effect from their system. Any effects suffered already cannot be reversed. For example, an ally that has lost 3 points of Strength to an ongoing disease may stop suffering future Strength loss, but the existing loss is not recovered.
16-19 As above, except that you can retard the subsequent effects of all poisons or diseases that are affecting one ally. Still, existing effects cannot be reversed.
20-21 As above, and you are also able to reverse the effect of all poisons or diseases affecting an ally. Any wounds, ability score loss, hit points, or other effects (e.g., sleep) suffered as a result of that one poison or disease are recovered. A creature that has already been killed by the poison or disease is not brought back to life. Additionally, that creature receives an additional +2 bonus to Fort saves to resist poison or disease for the next day.
22-25 As above, and the Fort save bonus is +4.
26-29 You can lead a prayer in which up to 4 other creatures that pray with you are all completely cured of any poisons or diseases affecting them, and the poisons and diseases are removed from their system. Additionally, they all receive a +4 bonus to resist poisons and diseases for the next day.
30-31 As above, and the 4 other creatures are actually immune to all terrestrial poisons and diseases for the next day. Supernatural or extraplanar diseases and poisons may still affect them.
32-33 As above, and the 4 other creatures are immune to all poisons and diseases for the next day.
34+ As above, and the 4 other creatures are immune to all poisons and diseases for the next week.