Difference between revisions of "Aid (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
[[File:Aid (spell).jpg|right|525px|thumb]]
 
[[File:Aid (spell).jpg|right|525px|thumb]]
'''Aid''' allows the caster to heal or bestow additional [[Hit Points|hit points]] (h.p.) to another creature, who must be of the same religion as the caster. The benefit is unusual, in that it cannot be used by the caster to benefit his or her own selfIt must be given to someone else.
+
'''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 anotherIf 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
Line 11: Line 11:
 
| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
 
| level = [[Cleric 2nd Level Spells|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 [[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.
  
The '''amount given is 10-20''', or 2d6 plus 8 h.p. For the spell's duration, the recipient also receives a +1 [[Roll to Hit|to hit]] bonus.
+
: '''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.
  
If the recipient has suffered damage, then the spell restores those hit points like a healing spell — though unlike other healing spells, such as [[Cure Light Wounds (spell)|cure light wounds]], the aid spell cannot be granted to more than one recipient.
+
For maximum effectiveness, aid should be cast before [[Combat|combat]] begins, ensuring the recipient has an increased chance of survival.
  
Aid is not only a healing spell, however.  If the number of points given exceeds the character's normal maximum, the additional hit points are also endowed, on a temporary basis, as the duration indicates.
 
  
: '''For example''', Albert normally has a natural maximum of 14 h.p.  At present, Albert has suffered some damage and is currently at 9 hp.  When Bethune casts aid, he bestows a total of 17 additional hit points to Albert; the first 5 of these heal Albert to full hit points.  The remaining 12 are then added to Albert's total, giving him a ''temporary'' maximum of 26 altogether.  Bethune is 4th level, so Albert's additional h.p. will last for 10 full rounds.
+
[[Category: Clerical Spells]][[Category: Reviewed]]
 
 
Naturally, the best time to cast the spell is prior to a combat.
 
 
 
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
 

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.