Difference between revisions of "Aid (spell)"

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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.
| Range|| touch
 
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| Duration || 2 +2 rounds per level; see below
 
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| Area of Effect|| 1 creature
 
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| Casting Time|| 1 round
 
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| Saving Throw|| none
 
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| Level|| [[Cleric 2nd Level Spells|cleric (2nd)]]
 
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Increases the total hit points of the recipient by 10-20 (2d6+8), even though this may mean more than the character’s natural total.
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{{Spelltable
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| name = Aid
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| range = touch
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| duration = 2 [[Combat Round|rounds]], +2 per [[Experience Level|level]];<br>see text
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| area of effect = 1 creature
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| casting time = 1 round
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| save = none
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| level = [[Cleric 2nd Level Spells|cleric (2nd)]]
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}}
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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.
  
The spell also improves the recipient’s ‘to hit’ die by 1 point.
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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.
  
The spell will permanently heal hit points less than the character’s natural total, but those above that total will last only for the duration of the spell.
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For maximum effectiveness, aid should be cast before [[Combat|combat]] begins, ensuring the recipient has an increased chance of survival.
  
The points from the spell cannot be shared around to more than one recipient.
 
  
See [[Cleric 2nd Level Spells|Cleric 2nd Level (spells)]]
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[[Category: Clerical Spells]][[Category: Reviewed]]
 
 
[[Category:Clerical Spells]]
 

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.