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

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[[File:Cure Light Wounds.jpg|thumb|520px|]]
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[[File:Cure Light Wounds.jpg|right|525px|thumb]]
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'''Cure light wounds''' [[Healing|heals]] 5-8 hits points of [[Damage (hit points)|damage]] (4+1d4).  The caster must touch the creature to be healed, so those creatures without corporeal bodies cannot be affected.  The total healing may be shared by more than one recipient.
  
{| class="wikitable"
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{{Spelltable
|-
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| name = Cure Light Wounds
| Range|| touch
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| range = touch
|-
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| duration = permanent
| Duration || permanent
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| area of effect = restores 5-8 hit points
|-
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| casting time = 1 [[Combat Round|round]]
| Area of Effect|| restores 5-8 hit points
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| save = none; see text
|-
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| level = [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 2nd Level Spells|druid (2nd)]]
| Casting Time|| 1 round
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}}
|-
 
| Saving Throw|| none; see below
 
|-
 
| Level|| [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 2nd Level Spells|druid (2nd)]]
 
|}
 
  
[[Magic Healing|Heals]] 5-8 hits points of [[Damage (hit points)|damage]] (4+1d4).
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The spell affects creatures that can be struck only with magical weapons, but won't affect those struck only by iron or silver.  The spell doesn't protect the caster from the effects of touching creatures that attack through contact, such as [[Black Pudding|black puddings]], [[Ghoul|ghouls]] and [[Gelatinous Cube|gelatinous cubes]].
  
Because the caster must have the wherewithal to attempt to touch an opponent (see below), unlike most spells, cure light wounds does not need to be concentrated upon once it is cast. It still requires 1 [[Action Points|action point]] to discharge the spell, but the caster may freely move while doing so.
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=== Cause Light Wounds ===
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The reverse of the spell, '''cause light wounds''', requires the caster to successfully [[Roll to Hit|to hit]] an unwilling opponent.  Any part of the target's person is sufficient, so that for [[Armour Class|armour class]] determination, [[Armour List|armour]] can be ignored.  The spell's damage is 5-8; this may not be shared out. No [[Spellcasting|concentration]] is necessary, enabling the caster to try and try again to hit.  If the caster is [[Stun Lock|stunned]], the spell is lost.
  
The cleric must touch the creature to be healed, so creatures without corporeal bodies cannot be affected; the spell will affect creatures which can be struck only with magical weapons, but will not affect those which can be struck only by iron or silver.
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Once cast, if the caster wishes to adjust the "cause" spell to "cure," this can be done.  The caster must concentrate for five combat rounds to reverse the polarity of the spell.  This polarity can be shifted from "cure" to "cause" as well, with the same concentration time required.  Polarity can be shifted only once; casters who cannot make up their minds do not please the Gods.
  
The total healing may be shared by more than one recipient.
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Don't Review until 2022]]
 
 
To use the reverse of the spell, cause light wounds, the cleric must successfully touch an opponent, with a ‘to hit’ roll against AC 10. Damage equals healing, but cannot be shared out.
 
 
 
The spell does not exempt the cleric from damage that may occur through physical contact.
 

Latest revision as of 04:32, 23 July 2022

Cure Light Wounds.jpg

Cure light wounds heals 5-8 hits points of damage (4+1d4). The caster must touch the creature to be healed, so those creatures without corporeal bodies cannot be affected. The total healing may be shared by more than one recipient.

Cure Light Wounds
Range touch
Duration permanent
Area of Effect restores 5-8 hit points
Casting Time 1 round
Saving Throw none; see text
Level cleric (1st); druid (2nd)

The spell affects creatures that can be struck only with magical weapons, but won't affect those struck only by iron or silver. The spell doesn't protect the caster from the effects of touching creatures that attack through contact, such as black puddings, ghouls and gelatinous cubes.

Cause Light Wounds

The reverse of the spell, cause light wounds, requires the caster to successfully to hit an unwilling opponent. Any part of the target's person is sufficient, so that for armour class determination, armour can be ignored. The spell's damage is 5-8; this may not be shared out. No concentration is necessary, enabling the caster to try and try again to hit. If the caster is stunned, the spell is lost.

Once cast, if the caster wishes to adjust the "cause" spell to "cure," this can be done. The caster must concentrate for five combat rounds to reverse the polarity of the spell. This polarity can be shifted from "cure" to "cause" as well, with the same concentration time required. Polarity can be shifted only once; casters who cannot make up their minds do not please the Gods.