Difference between revisions of "Cure Serious Wounds (spell)"

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[[File:Cure Serious Wounds.jpg|thumb|525px|thumb]]
'''Cure Serious Wounds''' is a spell that is more potent than "[[Cure Light Wounds (spell)|cure light wounds]]," enabling the caster to restore '''20 to 48''' lost [[Hit Points|hit points]] of [[Healing|healing]] to the recipient (4d8+16), if he or she has suffered [[Damage (hit points)|damage]].
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'''Cure Serious Wounds''' is a spell that enables the caster to restore '''20 to 48''' lost [[Hit Points|hit points]] of [[Healing|healing]] (4d8+16) to the recipient, provided he or she has suffered [[Damage (hit points)|damage]].  The healing granted by this spell may be divided among multiple recipients at the caster's discretion.
  
 
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| level = [[Cleric 4th Level Spells|cleric (4th)]]; [[Druid 4th Level Spells|druid (4th)]]
 
| level = [[Cleric 4th Level Spells|cleric (4th)]]; [[Druid 4th Level Spells|druid (4th)]]
 
}}
 
}}
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This spell functions upon any corporeal, living creature, whether humanoid or otherwise, provided it is not protected by [[Magic Resistance|magical resistance]] or some other unique immunity to healing magic. Constructs, the undead and non-living beings receive no benefit from the spell and are unaffected by its power. Creatures that can only be [[Magic to Hit|struck by magic]] are affected, but not if they require a +2 or greater weapon to hit.
  
The healing power created can be distributed to more than one recipient.
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Creatures that can be [[Silver or Iron to Hit|struck only by iron or silver]] are not affected, as they exist outside the bounds of conventional healing magic.  The spell has no secondary effects beyond restoring lost hit points — it cannot regenerate lost limbs, cure diseases, neutralise poisons or remove curses.
  
The spell has no effect upon creatures without corporeal bodies or that aren't "alive," such as [[Undead|undead]].  Creatures that can only be [[Magic to Hit|struck by magic]] are affected, but not if it requires a +2 or greater weapon to hit.
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== Reverse ==
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The reverse of the spell, '''Cause serious wounds''', requires a successful touch attack against an unwilling victim. To land the touch, the caster must [[Roll to Hit|roll to hit]], ignoring the enemy's [[Armour List|armour]] and successfully achieving [[Armour Class|armour class]] 10 on the die — whereupon the amount described above is applied as damage.  Unlike the standard spell, Cause Serious Wounds cannot be divided among multiple targets. The damage must be applied to a single target upon a successful strike.
  
Naturally, [[Magic Resistance|magical resistance]] can protect an enemy against the spell, even if it's specifically intended to heal.  Creatures that can be [[Silver or Iron to Hit|struck only by iron or silver]] are not affected.
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If the target possesses inherent magical effects that trigger upon physical contact — such as paralyzing skin, venomous blood, or retaliatory curses—the caster receives no protection from these effects when delivering the touch attack. Striking an opponent with this spell is as dangerous as making physical contact by any other means.
  
== Reverse ==
 
The reverse of the spell, '''cause serious wounds''', requires a successful touch against an unwilling victim.  To succeed in touching an opponent, the caster must [[Roll to Hit|roll to hit]], ignoring the enemy's [[Armour List|armour]] and successfully achieving [[Armour Class|armour class]] 10''' on the die — whereupon the amount described above is applied as damage.  The spell cannot be "shared out" in this fashion against multiple opponents.
 
  
Using the spell in this fashion provides no protection against any powers the target has to influence enemies through physical contact.
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See also,<br>
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[[Cure Critical Wounds (spell)]]<br>
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[[Cure Light Wounds (spell)]]
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Reviewed]]
 
[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 03:11, 14 February 2025

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Cure Serious Wounds is a spell that enables the caster to restore 20 to 48 lost hit points of healing (4d8+16) to the recipient, provided he or she has suffered damage. The healing granted by this spell may be divided among multiple recipients at the caster's discretion.

Cure Serious Wounds
Range touch
Duration permanent
Area of Effect 16 +4d8 hit points
Casting Time 2 rounds
Saving Throw none
Level cleric (4th); druid (4th)

Contents

This spell functions upon any corporeal, living creature, whether humanoid or otherwise, provided it is not protected by magical resistance or some other unique immunity to healing magic. Constructs, the undead and non-living beings receive no benefit from the spell and are unaffected by its power. Creatures that can only be struck by magic are affected, but not if they require a +2 or greater weapon to hit.

Creatures that can be struck only by iron or silver are not affected, as they exist outside the bounds of conventional healing magic. The spell has no secondary effects beyond restoring lost hit points — it cannot regenerate lost limbs, cure diseases, neutralise poisons or remove curses.

Reverse

The reverse of the spell, Cause serious wounds, requires a successful touch attack against an unwilling victim. To land the touch, the caster must roll to hit, ignoring the enemy's armour and successfully achieving armour class 10 on the die — whereupon the amount described above is applied as damage. Unlike the standard spell, Cause Serious Wounds cannot be divided among multiple targets. The damage must be applied to a single target upon a successful strike.

If the target possesses inherent magical effects that trigger upon physical contact — such as paralyzing skin, venomous blood, or retaliatory curses—the caster receives no protection from these effects when delivering the touch attack. Striking an opponent with this spell is as dangerous as making physical contact by any other means.


See also,
Cure Critical Wounds (spell)
Cure Light Wounds (spell)