Difference between revisions of "Healing"

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: '''[[Sage Ability|Sage Abilities]]''': [[Aid Rest (sage ability)|aid rest]], [[Bring Comfort (sage ability)|bring comfort]], [[Ceramic Ornament (sage ability)|ceramic ornament]] and [[Horse Physiology (sage ability)|horse physiology]].
 
: '''[[Sage Ability|Sage Abilities]]''': [[Aid Rest (sage ability)|aid rest]], [[Bring Comfort (sage ability)|bring comfort]], [[Ceramic Ornament (sage ability)|ceramic ornament]] and [[Horse Physiology (sage ability)|horse physiology]].
  
 
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By implementing as many of the methods mentioned above, a party can anticipate a better chance of thriving in a game world that poses constant threats of [[Damage (hit points)|damage]] and [[Death|killing]] each member. Parties embarking on adventures frequently find themselves pitted against adversaries and forces intent on causing harm and destruction. Consequently, they often need to adapt and continue their quests with significantly reduced hit points, as maintaining full hit points at all times is a rare luxury.
By taking steps to employ as many of the above as possible, a party should expect to thrive in a game world bent on causing [[Damage (hit points)|damage]] and [[Death|killing]] each member. Parties engaged in adventure are forever struggling against villains and others bent on destruction, and thus will often have to make due with barely half their hit points.  Maintaining full hit points all the time is an unimaginable luxury.
 
  
  

Revision as of 18:11, 2 October 2023

Healing.jpg

Healing encompasses the recuperation of lost hit points resulting from combat and various incidents, playing a pivotal role in safeguarding the survival and overall health of game characters. Hit points can be restored through several means, which include:

Rest: requires time to recover and gain hit points on a daily basis; see aid rest.
Class Abilities: lay on hands.
Food Effects. Hit points can be healed through the consumption of a meal, if the character is made to feel sated, happy or elated.
Healing Spells: cure light, serious and critical wounds, aid, goodberry, heal and heroes' feast.
Magic Items: the Cup of Al'Akbar, healing salve, Keoghtom's ointment, a periapt of wound closure, potions of healing and extra-healing, a ring of regeneration and scrolls with the above-mentioned spells.
Natural Abilities: regeneration.
Places: glades, shrines
Sage Abilities: aid rest, bring comfort, ceramic ornament and horse physiology.

By implementing as many of the methods mentioned above, a party can anticipate a better chance of thriving in a game world that poses constant threats of damage and killing each member. Parties embarking on adventures frequently find themselves pitted against adversaries and forces intent on causing harm and destruction. Consequently, they often need to adapt and continue their quests with significantly reduced hit points, as maintaining full hit points at all times is a rare luxury.


See also,
Cure Blindness (spell)
Cure Disease (spell)
Mysticism (technology)
Regeneration (spell)
Restoration (spell)