Difference between revisions of "Cure Light Wounds (spell)"

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[[File:Cure Light Wounds.jpg|thumb|520px|]]
 
[[File:Cure Light Wounds.jpg|thumb|520px|]]
  
{| class="wikitable"
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{{Spelltable
|-
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| name = Cure Light Wounds
| Range|| touch
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| range = touch
|-
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| duration = permanent
| Duration || permanent
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| area of effect = restores 5-8 hit points
|-
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| casting time = 1 round
| Area of Effect|| restores 5-8 hit points
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| save = none; see below
|-
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| level = [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 2nd Level Spells|druid (2nd)]]
| Casting Time|| 1 round
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}}
|-
 
| Saving Throw|| none; see below
 
|-
 
| Level|| [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 2nd Level Spells|druid (2nd)]]
 
|}
 
  
[[Magic Healing|Heals]] 5-8 hits points of [[Damage (hit points)|damage]] (4+1d4).
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[[Healing|Heals]] 5-8 hits points of [[Damage (hit points)|damage]] (4+1d4).  The caster must touch the creature to be healed, so those creatures without corporeal bodies cannot be affected.  The total healing may be shared by more than one recipient.
  
Because the caster must have the wherewithal to attempt to touch an opponent (see below), unlike most spells, cure light wounds does not need to be concentrated upon once it is cast. It still requires 1 [[Action Points|action point]] to discharge the spell, but the caster may freely move while doing so.
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The spell will affect creatures which can be struck only with magical weapons, but will not affect those which can be struck only by iron or silver.  The spell does not exempt the caster from damage or other effects, if that would ordinarily occur through physical contact, such as with a [[Pudding (black)|black pudding]] or a [[Gelatinous Cube|gelatinous cube]].
  
The cleric must touch the creature to be healed, so creatures without corporeal bodies cannot be affected; the spell will affect creatures which can be struck only with magical weapons, but will not affect those which can be struck only by iron or silver.
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=== Cause Light Wounds ===
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The reverse of the spell, '''cause light wounds''', requires that the caster successfully touch an unwilling opponent.  This requires the caster [[Roll to Hit|to hit]] AC 10.  Damage caused will be 5-8, but the damage may not be shared out.  If the spell is cast this way, it will last until an opponent is touched (without the need of [[Spellcasting|concentration]]), or until the caster touches something other than the enemy, or until the caster is [[Stun Lock|stunned]].
  
The total healing may be shared by more than one recipient.
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If the caster wishes to adjust the spell from "cause" to "cure" after casting, this can be done; the caster must concentrate for five complete rounds to reverse the polarity of the spell.  This polarity can be shifted from "cure" to "cause" as well.  This may only be done once per day, however, as the Gods are not pleased with casters that cannot make up their minds.
 
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<br>
To use the reverse of the spell, cause light wounds, the cleric must successfully touch an opponent, with a ‘to hit’ roll against AC 10. Damage equals healing, but cannot be shared out.
 
 
 
The spell does not exempt the cleric from damage that may occur through physical contact.
 

Revision as of 19:18, 19 May 2021

Cure Light Wounds.jpg
Cure Light Wounds
Range touch
Duration permanent
Area of Effect restores 5-8 hit points
Casting Time 1 round
Saving Throw none; see below
Level cleric (1st); druid (2nd)

Heals 5-8 hits points of damage (4+1d4). The caster must touch the creature to be healed, so those creatures without corporeal bodies cannot be affected. The total healing may be shared by more than one recipient.

The spell will affect creatures which can be struck only with magical weapons, but will not affect those which can be struck only by iron or silver. The spell does not exempt the caster from damage or other effects, if that would ordinarily occur through physical contact, such as with a black pudding or a gelatinous cube.

Cause Light Wounds

The reverse of the spell, cause light wounds, requires that the caster successfully touch an unwilling opponent. This requires the caster to hit AC 10. Damage caused will be 5-8, but the damage may not be shared out. If the spell is cast this way, it will last until an opponent is touched (without the need of concentration), or until the caster touches something other than the enemy, or until the caster is stunned.

If the caster wishes to adjust the spell from "cause" to "cure" after casting, this can be done; the caster must concentrate for five complete rounds to reverse the polarity of the spell. This polarity can be shifted from "cure" to "cause" as well. This may only be done once per day, however, as the Gods are not pleased with casters that cannot make up their minds.