Difference between revisions of "Aid (spell)"

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[[File:Aid.PNG|thumb|520px|]]
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[[File:Aid (spell).jpg|right|525px|thumb]]
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'''Aid''' is a spell that allows the caster to [[Healing|heal]] or grant temporary [[Hit Points|hit points]] (h.p.) to another creature of the same [[Religion|faith]] as the caster. The magic is inherently selfless, as it cannot be used to benefit the caster personally and must be bestowed upon another.  If the recipient has suffered [[Damage (hit points)|damage]], the spell functions as a restorative, replenishing lost hit points like a healing spell. However, unlike [[Cure Light Wounds (spell)|cure light wounds]], aid is limited to a single recipient per casting.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Aid
 
| name = Aid
 
| range = touch
 
| range = touch
| duration = 2 +2 rounds per level; see below
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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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| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
}}
 
}}
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The spell grants 2d6+8 hit points, resulting in a total between 10 and 20 h.p. In addition to this, the recipient gains a +1 [[Roll to Hit|to hit]] bonus for the spell's duration.  Yet The spell’'s power extends beyond mere healing. If the granted hit points exceed the recipient's normal maximum, the excess h.p. is added temporarily, persisting for the spell's duration.
  
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''.  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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: '''For example''', Albert, whose natural maximum is 14 h.p., has taken damage and is currently at 9 h.p. When Bethune casts aid, he grants Albert 17 additional hit points. The first 5 h.p. restore Albert to full health, while the remaining 12 h.p. are temporarily added, increasing his total to 26 h.p. Bethune is 4th level, so Albert's extra hit points will last 10 full rounds before fading.
  
For the spell duration, the recipient also receives a +1 [[Roll to Hit|to hit]] bonus.
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For maximum effectiveness, aid should be cast before [[Combat|combat]] begins, ensuring the recipient has an increased chance of survival.
  
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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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 22:37, 13 February 2025

Aid (spell).jpg

Aid is a spell that allows the caster to heal or grant temporary hit points (h.p.) to another creature of the same faith as the caster. The magic is inherently selfless, as it cannot be used to benefit the caster personally and must be bestowed upon another. If the recipient has suffered damage, the spell functions as a restorative, replenishing lost hit points like a healing spell. However, unlike cure light wounds, aid is limited to a single recipient per casting.

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)

The spell grants 2d6+8 hit points, resulting in a total between 10 and 20 h.p. In addition to this, the recipient gains a +1 to hit bonus for the spell's duration. Yet The spell’'s power extends beyond mere healing. If the granted hit points exceed the recipient's normal maximum, the excess h.p. is added temporarily, persisting for the spell's duration.

For example, Albert, whose natural maximum is 14 h.p., has taken damage and is currently at 9 h.p. When Bethune casts aid, he grants Albert 17 additional hit points. The first 5 h.p. restore Albert to full health, while the remaining 12 h.p. are temporarily added, increasing his total to 26 h.p. Bethune is 4th level, so Albert's extra hit points will last 10 full rounds before fading.

For maximum effectiveness, aid should be cast before combat begins, ensuring the recipient has an increased chance of survival.