Difference between revisions of "Close Wound (cantrip)"

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[[File:Close Wound (cantrip).jpg|right|560px|thumb|]]
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'''Close wound''' is a cantrip that enables the caster to quickly end the [[Damage (hit points)|damage]] being done to a combatant by an open, bleeding [[Wounds|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.
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{{Spelltable
 
{{Spelltable
 
| name = Close Wound
 
| name = Close Wound
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| casting time = 2 [[Action Points|action points]]
 
| casting time = 2 [[Action Points|action points]]
 
| save = none
 
| save = none
| level = cantrip
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| level = [[Cantrip|cantrip]]
 
}}
 
}}
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__TOC__
Closes an open, bleeding [[Wounds|wound]], so that it no longer causes a creature to suffer 1 hit point damage per round. Only one wound that a creature has may be closed.
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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.
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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.
  
The cantrip cannot be reversed to open wounds.
 
  
 
See [[Person-affecting Cantrips]]
 
See [[Person-affecting Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 01:45, 28 November 2023

Close Wound (cantrip).jpg

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.

Close Wound
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.


See Person-affecting Cantrips