Difference between revisions of "Cure Disease (spell)"

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[[File:Cure Disease (spell).jpg|490px|thumb]]
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'''Cure Disease''' removes the cause of [[Disease|sickness]] absolutely, ridding the recipient of viruses, parasitic infestation or infections, whether or not either the caster or the patient understands the nature of the affliction. Once cast, the disease begins to recede almost at once, disappearing over a period of 5-20 [[Combat Round|rounds]], after which the creature is cured and well.
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__TOC__
 
{{Spelltable
 
{{Spelltable
 
| name = Cure Disease
 
| name = Cure Disease
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| area of effect = 1 creature
 
| area of effect = 1 creature
 
| casting time = 1 round
 
| casting time = 1 round
| save = none
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| save = see text
| level = [[Cleric 3rd Level Spells|cleric (3rd)]]; [[Druid 3rd Level Spells|druid (3rd)]]
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| level = [[Bard 3rd Level Spells|bard (3rd)]]; [[Cleric 3rd Level Spells|cleric (3rd)]]; [[Druid 3rd Level Spells|druid (3rd)]]
 
}}
 
}}
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During this 5-20 [[Combat Round|round]] period, recovery proceeds in stages. Beginning 12 rounds before the cure is complete, the recipient may rise and move normally, with 1 available AP; an additional AP is gained every two rounds thereafter until full capacity is restored. Beginning 10 rounds before completion, all ability stats return to 50% of normal, improving by 10% every two rounds thereafter until fully restored.
  
Cures disease, including those of a parasitic, bacterial or viral nature. The affliction from the disease will disappear within 5-20 rounds, making the cured creature whole and well.
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: '''For example''', if a character were to roll that recovery would be complete in 8 rounds, that character would begin the first round with an immediate restoration of 3 AP and 60% of normal ability stats, with both improving thereafter as the cure continues to take effect.
  
Hit points caused by the disease will be restored, but the spell will have no effect on wounds or poisonous effects.
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[[Hit Points|Hit points]] lost as a result of the disease are restored by the spell; however, hit points lost by other means, such as [[Attacking in Combat|weapon hits]], [[Wound|wounds]] or [[Poison (substance)|poison]], are not affected.
  
The reverse of the spell, cause disease, allows the cleric to cause only a specific ailment, which will have the following characteristics: the onset time will be from 10 to 60 minutes; the creature will lose 1 hp and 1 point of strength per hour, until the creature is at 10% of both — at which point the creature will be weak and helpless. A saving throw negates the spell.
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== Cause Disease ==
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The reverse of the spell, '''cause disease''', allows the caster to invest the recipient with a '''random ailment''', affecting a part of the body as described under the disease rules. The onset is slow, occurring over a period of 10 to 60 minutes (50-300 [[Combat Round|combat rounds]]). During the first day, the victim suffers only a mild form of the disease. In this period, the affliction will register as magical if examined with [[Detect Magic (spell)|detect magic]], and may be removed by [[Dispel Magic (spell)|dispel magic]].
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Thereafter, the recipient makes a saving throw with a +4 bonus. If successful, the disease subsides within 2-12 hours after the beginning of the second day. If the saving throw fails, the recipient must roll the disease's nature and degree, then suffer the full effects indicated. At that point, the disease is no longer magical and may only be cured as a full-fledged infection.
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[[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 21:35, 3 April 2026

Cure Disease (spell).jpg

Cure Disease removes the cause of sickness absolutely, ridding the recipient of viruses, parasitic infestation or infections, whether or not either the caster or the patient understands the nature of the affliction. Once cast, the disease begins to recede almost at once, disappearing over a period of 5-20 rounds, after which the creature is cured and well.

Contents

Cure Disease
Range touch
Duration permanent
Area of Effect 1 creature
Casting Time 1 round
Saving Throw see text
Level bard (3rd); cleric (3rd); druid (3rd)

During this 5-20 round period, recovery proceeds in stages. Beginning 12 rounds before the cure is complete, the recipient may rise and move normally, with 1 available AP; an additional AP is gained every two rounds thereafter until full capacity is restored. Beginning 10 rounds before completion, all ability stats return to 50% of normal, improving by 10% every two rounds thereafter until fully restored.

For example, if a character were to roll that recovery would be complete in 8 rounds, that character would begin the first round with an immediate restoration of 3 AP and 60% of normal ability stats, with both improving thereafter as the cure continues to take effect.

Hit points lost as a result of the disease are restored by the spell; however, hit points lost by other means, such as weapon hits, wounds or poison, are not affected.

Cause Disease

The reverse of the spell, cause disease, allows the caster to invest the recipient with a random ailment, affecting a part of the body as described under the disease rules. The onset is slow, occurring over a period of 10 to 60 minutes (50-300 combat rounds). During the first day, the victim suffers only a mild form of the disease. In this period, the affliction will register as magical if examined with detect magic, and may be removed by dispel magic.

Thereafter, the recipient makes a saving throw with a +4 bonus. If successful, the disease subsides within 2-12 hours after the beginning of the second day. If the saving throw fails, the recipient must roll the disease's nature and degree, then suffer the full effects indicated. At that point, the disease is no longer magical and may only be cured as a full-fledged infection.