Difference between revisions of "Cure Critical Wounds (spell)"
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+ | [[File:Cure critical wounds.jpg|right|525px|thumb]] | ||
+ | '''Cure critical wounds''' is a powerful [[Healing|healing]] spell, capable of restoring 5d10 plus 20 [[Hit Points|hit points]] (h.p.) to [[Injury|injured]] or [[Damage (hit points)|damaged]] persons. | ||
+ | |||
{{Spelltable | {{Spelltable | ||
| name = Cure Critical Wounds | | name = Cure Critical Wounds | ||
| range = touch | | range = touch | ||
| duration = permanent | | duration = permanent | ||
− | | area of effect = | + | | area of effect = 25-70 h.p. |
− | | casting time = 2 rounds | + | | casting time = 2 [[Combat Round|rounds]] |
| save = none | | save = none | ||
| level = [[Cleric 5th Level Spells|cleric (5th)]]; [[Druid 5th Level Spells|druid (5th)]] | | level = [[Cleric 5th Level Spells|cleric (5th)]]; [[Druid 5th Level Spells|druid (5th)]] | ||
}} | }} | ||
− | + | Once the spell is cast, the caster need not concentrate upon it; the spell is available to the caster for up to five minutes after casting. It must be used by that time, or the dweomer is lost. | |
+ | |||
+ | The caster may [[Spellcasting|discharge]] various amounts of the total healing to more than one recipient. Thus, of 63 healing, the caster could deliver 15 to Campbell, 22 to Darby, 4 to Evers, 9 to Ferguson and the remaining 13 to his or her self. Each individual must be touched to be healed; this can be done at a rate of one recipient per round. | ||
− | The | + | == Cause Critical Wounds == |
+ | The reverse of the spell can be used to deliver a single blast of hit points damage to a victim. To do so, the caster must attempt [[Roll to Hit|to hit]]. The enemy's [[Armour List|armour]] is ignored; the caster needs '''to hit [[Armour Class|armour class]] 10''' to succeed. | ||
− | The | + | The touch can be attempted several times, but once it does damage, the dweomer is dispelled. Creatures with non-corporeal bodies, such as [[Shadow|shadows]] and [[Banshee|banshees]], arn't affected. |
− | + | If the creature to be touched also delivers an attack by contact, such as a [[Ghoul|ghoul]] or a [[Ghast|ghast]], the caster isn't protected by the spell. | |
− | + | [[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Don't Review until 2023]] | |
− |
Latest revision as of 05:02, 23 May 2022
Cure critical wounds is a powerful healing spell, capable of restoring 5d10 plus 20 hit points (h.p.) to injured or damaged persons.
Range | touch |
Duration | permanent |
Area of Effect | 25-70 h.p. |
Casting Time | 2 rounds |
Saving Throw | none |
Level | cleric (5th); druid (5th) |
Once the spell is cast, the caster need not concentrate upon it; the spell is available to the caster for up to five minutes after casting. It must be used by that time, or the dweomer is lost.
The caster may discharge various amounts of the total healing to more than one recipient. Thus, of 63 healing, the caster could deliver 15 to Campbell, 22 to Darby, 4 to Evers, 9 to Ferguson and the remaining 13 to his or her self. Each individual must be touched to be healed; this can be done at a rate of one recipient per round.
Cause Critical Wounds
The reverse of the spell can be used to deliver a single blast of hit points damage to a victim. To do so, the caster must attempt to hit. The enemy's armour is ignored; the caster needs to hit armour class 10 to succeed.
The touch can be attempted several times, but once it does damage, the dweomer is dispelled. Creatures with non-corporeal bodies, such as shadows and banshees, arn't affected.
If the creature to be touched also delivers an attack by contact, such as a ghoul or a ghast, the caster isn't protected by the spell.