Difference between revisions of "Aid (spell)"

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[[File:Aid (spell).jpg|right|525px|thumb]]
 
[[File:Aid (spell).jpg|right|525px|thumb]]
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'''Aid''' allows the caster to heal or bestow additional [[Hit Points|hit points]] (h.p.) to another person besides his or her self; the spell cannot be used to benefit the caster.  The '''amount given is 10-20''', or 2d6 plus 8 h.p.  For the spell's duration, the recipient also receives a +1 [[Roll to Hit|to hit]] bonus.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Aid
 
| name = Aid
 
| range = touch
 
| range = touch
| duration = 2 +2 [[Combat Round|rounds]] per [[Experience Level|level]];<br>see text
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| duration = 2 [[Combat Round|rounds]], +2 per [[Experience Level|level]];<br>see text
 
| area of effect = 1 creature
 
| area of effect = 1 creature
 
| casting time = 1 round
 
| casting time = 1 round
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}}
 
}}
  
Increases the total [[Hit Points|hit points]] of the recipient by 10-20 (2d6+8), potentially improving the recipient's total beyond the natural maximum.  For example, Albert has a natural maximum of 14 hp; at present, Albert has 9 hp.  Once the spell is cast, Albert's hp are increased by 17 points, to a total of 26, of which 5 are counted as '''[[Healing|healing]]'''.  Albert's natural maximum remains unchanged; those added points that restored him to full are permanent.  The hit points above his normal number, however, will only last for 2 [[Combat Round|rounds]], +2 rounds per [[Experience Level|level]] of the caster.
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If the recipient has suffered damage, then the spell restores those hit points like a healing spell — though unlike other healing spells, like cure light wounds for instance, the aid spell cannot be shared around with more than one recipient.
  
For the spell duration, the recipient also receives a +1 [[Roll to Hit|to hit]] bonus.
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However, if the number of points given exceeds the character's normal maximum, the additional hit points are also endowed, on a temporary basis, as the duration indicates.
  
Unlike [[Cure Light Wounds (spell)|cure light wounds]], [[Cure Serious Wounds (spell)|cure serious wounds]] or [[Cure Critical Wounds (spell)|cure critical wounds]], the aid spell cannot be shared among multiple recipients.
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: '''For example''', Albert normally has a natural maximum of 14 h.p.  At present, Albert has suffered some damage and is currently at 9 hp.  When Bethune casts aid, he bestows a total of 17 additional hit points to Albert; the first 5 of these heal Albert to full hit points.  The remaining 12 are then added to Albert's total, giving him a ''temporary'' maximum of 26 altogether.  Bethune is 4th level, so Albert's additional h.p. will last for 10 full rounds.
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Naturally, the best time to cast the spell is prior to a combat.

Revision as of 02:18, 10 January 2022

Aid (spell).jpg

Aid allows the caster to heal or bestow additional hit points (h.p.) to another person besides his or her self; the spell cannot be used to benefit the caster. The amount given is 10-20, or 2d6 plus 8 h.p. For the spell's duration, the recipient also receives a +1 to hit bonus.

Aid
Range touch
Duration 2 rounds, +2 per level;
see text
Area of Effect 1 creature
Casting Time 1 round
Saving Throw none
Level cleric (2nd)

If the recipient has suffered damage, then the spell restores those hit points like a healing spell — though unlike other healing spells, like cure light wounds for instance, the aid spell cannot be shared around with more than one recipient.

However, if the number of points given exceeds the character's normal maximum, the additional hit points are also endowed, on a temporary basis, as the duration indicates.

For example, Albert normally has a natural maximum of 14 h.p. At present, Albert has suffered some damage and is currently at 9 hp. When Bethune casts aid, he bestows a total of 17 additional hit points to Albert; the first 5 of these heal Albert to full hit points. The remaining 12 are then added to Albert's total, giving him a temporary maximum of 26 altogether. Bethune is 4th level, so Albert's additional h.p. will last for 10 full rounds.

Naturally, the best time to cast the spell is prior to a combat.