Difference between revisions of "Close Wound (cantrip)"

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[[File:Close Wound (cantrip).jpg|right|560px|thumb|]]
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'''Close wound''' is a cantrip that enables the caster to quickly end the [[Damage (hit points)|damage]] being done to a combatant by an open, bleeding [[Wounds|wound]].  The dweomer cannot close multiple wounds suffered by the same recipient, but can close any single of wound of any size with the same effectiveness.
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| name = Close Wound
 
| name = Close Wound
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| level = [[Cantrip|cantrip]]
 
| level = [[Cantrip|cantrip]]
 
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The dweomer's reach extends beyond humanoid injuries, encompassing wounds sustained by various other creatures. Once activated, its effect is permanent.  To clarify, while the cantrip seals injuries, it offers no supplementary healing; other means must be sought for a comprehensive recovery or restoration.
  
Closes an open, bleeding [[Wounds|wound]], sealing it so that no further [[Combat Round|round]]-by-round [[Damage (hit points)|damage]] is sufferedOnly one wound can be closed by the cantrip, but it will be effective no matter how large the wound isTherefore, a wound causing 3 [[Hit Points|hit points]] damage per round can be closed as efficiently as a smaller one.
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In cases involving [[Medicine (sage study)|surgical]] procedures for treating ailments, the cantrip becomes invaluableIt efficiently closes deliberate incisions of any size, aiding in the recovery of the patientIt also seals wounds on deceased creatures, preserving evidence for future analysis or examination by skilled individuals.
  
The cantrip cannot be reversed; it cannot open wounds in a recipient.
 
  
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See [[Person-affecting Cantrips]]
  
See [[Person-affecting Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 01:45, 28 November 2023

Close Wound (cantrip).jpg

Close wound is a cantrip that enables the caster to quickly end the damage being done to a combatant by an open, bleeding wound. The dweomer cannot close multiple wounds suffered by the same recipient, but can close any single of wound of any size with the same effectiveness.

Close Wound
Range 10 ft.
Duration permanent
Area of Effect 1 creature
Casting Time 2 action points
Saving Throw none
Level cantrip

The dweomer's reach extends beyond humanoid injuries, encompassing wounds sustained by various other creatures. Once activated, its effect is permanent. To clarify, while the cantrip seals injuries, it offers no supplementary healing; other means must be sought for a comprehensive recovery or restoration.

In cases involving surgical procedures for treating ailments, the cantrip becomes invaluable. It efficiently closes deliberate incisions of any size, aiding in the recovery of the patient. It also seals wounds on deceased creatures, preserving evidence for future analysis or examination by skilled individuals.


See Person-affecting Cantrips