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

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'''Cure Serious Wounds''' is a spell that is more potent than "[[Cure Light Wounds (spell)|cure light wounds]]," enabling the caster to restore '''20 to 48''' lost [[Hit Points|hit points]] of [[Healing|healing]] to the recipient (4d8+16), if he or she has suffered [[Damage (hit points)|damage]].
  
 
{{Spelltable
 
{{Spelltable
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| duration = permanent
 
| duration = permanent
 
| area of effect = 16 +4d8 hit points
 
| area of effect = 16 +4d8 hit points
| casting time = 2 rounds
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| casting time = 2 [[Combat Round|rounds]]
 
| save = none
 
| save = none
 
| level = [[Cleric 4th Level Spells|cleric (4th)]]; [[Druid 4th Level Spells|druid (4th)]]
 
| level = [[Cleric 4th Level Spells|cleric (4th)]]; [[Druid 4th Level Spells|druid (4th)]]
 
}}
 
}}
  
[[Healing|Heals]] 20-48 hits points of damage (16+4d8).
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The healing power created can be distributed to more than one recipient.
  
The caster must touch the creature to be [[Healing|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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The spell has no effect upon creatures without corporeal bodies or that aren't "alive," such as [[Undead|undead]].  Creatures that can only be [[Magic to Hit|struck by magic]] are affected, but not if it requires a +2 or greater weapon to hit.
  
The total healing may be shared by more than one recipient.
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Naturally, [[Magic Resistance|magical resistance]] can protect an enemy against the spell, even if it's specifically intended to heal.  Creatures that can be [[Silver or Iron to Hit|struck only by iron or silver]] are not affected.
  
To use the reverse of the spell, cause serious wounds, the caster must successfully touch an opponent with a [[Roll to Hit|roll to hit]] against [[Armour Class|armour class]] 10. [[Damage (hit points)|Damage]] equals healing, but cannot be shared out.
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== Reverse ==
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The reverse of the spell, '''cause serious wounds''', requires a successful touch against an unwilling victim.  To succeed in touching an opponent, the caster must [[Roll to Hit|roll to hit]], ignoring the enemy's [[Armour List|armour]] and successfully achieving [[Armour Class|armour class]] 10''' on the die — whereupon the amount described above is applied as damage.  The spell cannot be "shared out" in this fashion against multiple opponents.
  
The spell does not preserve the caster from damage that may occur through physical contact.
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Using the spell in this fashion provides no protection against any powers the target has to influence enemies through physical contact.
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Reviewed]]

Latest revision as of 04:52, 10 November 2023

Josu-hernaiz-healing-hands-small.jpg

Cure Serious Wounds is a spell that is more potent than "cure light wounds," enabling the caster to restore 20 to 48 lost hit points of healing to the recipient (4d8+16), if he or she has suffered damage.

Cure Serious Wounds
Range touch
Duration permanent
Area of Effect 16 +4d8 hit points
Casting Time 2 rounds
Saving Throw none
Level cleric (4th); druid (4th)

The healing power created can be distributed to more than one recipient.

The spell has no effect upon creatures without corporeal bodies or that aren't "alive," such as undead. Creatures that can only be struck by magic are affected, but not if it requires a +2 or greater weapon to hit.

Naturally, magical resistance can protect an enemy against the spell, even if it's specifically intended to heal. Creatures that can be struck only by iron or silver are not affected.

Reverse

The reverse of the spell, cause serious wounds, requires a successful touch against an unwilling victim. To succeed in touching an opponent, the caster must roll to hit, ignoring the enemy's armour and successfully achieving armour class 10 on the die — whereupon the amount described above is applied as damage. The spell cannot be "shared out" in this fashion against multiple opponents.

Using the spell in this fashion provides no protection against any powers the target has to influence enemies through physical contact.