Difference between revisions of "Close Wound (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. | |
− | In cases | + | In cases involving [[Medicine (sage study)|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. |
Latest revision as of 01:45, 28 November 2023
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.
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.