Difference between revisions of "Cure Serious Wounds (spell)"
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− | '''Cure Serious Wounds''' is a more potent | + | '''Cure Serious Wounds''' is a spell that is more potent than "[[Cure Light Wounds (spell)|cure light wounds]]," enabling the caster to restore '''20 to 48''' lost [[Hit Points|hit points]] of [[Healing|healing]] to the recipient (4d8+16), if he or she has suffered [[Damage (hit points)|damage]]. |
{{Spelltable | {{Spelltable |
Revision as of 16:59, 2 October 2023
Cure Serious Wounds is a spell that is more potent than "cure light wounds," enabling the caster to restore 20 to 48 lost hit points of healing to the recipient (4d8+16), if he or she has suffered damage.
Range | touch |
Duration | permanent |
Area of Effect | 16 +4d8 hit points |
Casting Time | 2 rounds |
Saving Throw | none |
Level | cleric (4th); druid (4th) |
The healing power created can be distributed to more than one recipient.
The spell has no effect upon creatures without corporeal bodies or that aren't "alive," such as undead. Creatures that can only be struck by magic are affected, but not if it requires a +2 or greater weapon to hit.
Naturally, magical resistance can protect an enemy against the spell, even if its specifically intended to heal. Creatures that can be struck only by iron or silver are not affected.
Reverse
The reverse of the spell, cause serious wounds, requires the caster to hit. The enemy's armour is ignored; the caster needs to hit armour class 10 to succeed — whereupon the amount described above is applied as damage. The spell cannot be "shared out" in this fashion against multiple opponents.
Using the spell in this fashion provides no protection against any powers the target has to influence enemies through physical contact.