Difference between revisions of "Remove Paralysis (spell)"
Tao alexis (talk | contribs) |
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| name = Remove Paralysis | | name = Remove Paralysis | ||
| range = touch | | range = touch | ||
− | | duration = permanent; see | + | | duration = permanent; see text |
| area of effect = 1 creature per [[Experience Level|level]] | | area of effect = 1 creature per [[Experience Level|level]] | ||
| casting time = 2 [[Combat Round|rounds]] | | casting time = 2 [[Combat Round|rounds]] | ||
− | | save = none; see | + | | save = none; see reverse |
| level = [[Cleric 3rd Level Spells|cleric (3rd)]] | | level = [[Cleric 3rd Level Spells|cleric (3rd)]] | ||
}} | }} |
Revision as of 21:53, 23 May 2022
Remove Paralysis overcomes the attack form of paralysation, restoring the affected person so that they are again capable of movement. The spell is also effective against spells such as hold person or hypnotism.
Range | touch |
Duration | permanent; see text |
Area of Effect | 1 creature per level |
Casting Time | 2 rounds |
Saving Throw | none; see reverse |
Level | cleric (3rd) |
The restoration is immediate, but it requires a combat round for the character to acquire his or her senses before taking action; during this time, the character's armour class is restored. Further, if the victim has been paralysed for a period of 5 or combat rounds, he or she will suffer a -2 penalty to hit that lasts 1-3 rounds after the spell is used.
Paralyse
The reverse of the spell, paralyse, enables the caster to paralyse one creature per two experience levels the caster possesses. To accomplish this during combat, the caster must attempt to hit. The enemy's armour is ignored; the caster needs to hit armour class 10 to succeed — whereupon the victim is paralysed for 1-6 rounds, plus 1 round per level of the caster. Creatures are allowed a saving throw against this effect.