Difference between revisions of "Cure Disease (spell)"

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[[File:Cure Disease (spell).jpg|490px|thumb]]
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'''Cure Disease''' relieves the causation of [[Disease|sickness]] absolutely, ridding the patient of viruses, parasitic infestation or infections, whether or not the caster or the recipient understands the method.  Once the spell is cast, the affliction will improve almost at once, evaporating over a period of 5-20 [[Combat Round|rounds]], making the creature cured and well.
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{{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)]]
 
}}
 
}}
  
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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[[Hit Points|Hit points]] that were lost to the disease will be restored — but these lost by other methods, such as by [[Attacking in Combat|weapon hits]], [[Wounds|wounds]] or [[Poison (substance)|poison]], are not affected by 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''', attacking a part of the body described under the disease rules. The onset of this disease is slow: from 10 to 60 minutes (50-300 combat rounds).  For the first day, the victim will suffer only a mild form of the disease.  During this time, the presence of the disease will reveal itself as magical if a [[Detect Magic (spell)|detect magic]] spell is employed.  At this time, the disease can be removed by [[Dispel Magic (spell)|dispel magic]].
  
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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Thereafter, the recipient makes a saving throw, with a +4 bonus to the roll.  If the roll is successful, the disease will subside within 2-12 hours after the start of the second day.  If the roll fails, however, the recipient must roll the disease's nature and degree, and suffer the full effects of what's indicated.  At this time the disease is no longer magical and can only be cured as a full-fledged infection.
  
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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[[Category: Bardic Spells]][[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Don't Review until 2022]]
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Latest revision as of 20:44, 20 June 2022

Cure Disease (spell).jpg

Cure Disease relieves the causation of sickness absolutely, ridding the patient of viruses, parasitic infestation or infections, whether or not the caster or the recipient understands the method. Once the spell is cast, the affliction will improve almost at once, evaporating over a period of 5-20 rounds, making the creature cured and well.

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)

Hit points that were lost to the disease will be restored — but these lost by other methods, such as by weapon hits, wounds or poison, are not affected by the spell.

Cause Disease

The reverse of the spell, cause disease, allows the caster to invest the recipient with a random ailment, attacking a part of the body described under the disease rules. The onset of this disease is slow: from 10 to 60 minutes (50-300 combat rounds). For the first day, the victim will suffer only a mild form of the disease. During this time, the presence of the disease will reveal itself as magical if a detect magic spell is employed. At this time, the disease can be removed by dispel magic.

Thereafter, the recipient makes a saving throw, with a +4 bonus to the roll. If the roll is successful, the disease will subside within 2-12 hours after the start of the second day. If the roll fails, however, the recipient must roll the disease's nature and degree, and suffer the full effects of what's indicated. At this time the disease is no longer magical and can only be cured as a full-fledged infection.