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

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'''Cure Serious Wounds''' is a more potent version of the spell "[[Cure Light Wounds (spell)|cure light wounds]]" that enables 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]].  The healing power created can be distributed to more than one recipient.
  
 
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[[Healing|Heals]] 20-48 hits points of damage (16+4d8).
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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.  Naturally, magical resistance can protect an enemy against the spell, even if its specifically intended to heal.  Creatures that can be struck only by iron or silver are not affected.
  
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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== Reverse ==
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The reverse of the spell, '''cause serious wounds''', requires the caster [[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 — whereupon the amount described above is applied as damage.  The spell cannot be "shared out" in this fashion against multiple opponents.
  
The total healing may be shared by more than one recipient.
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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.
 
 
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.
 
 
 
The spell does not preserve the caster from damage that may occur through physical contact.
 
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Revision as of 20:25, 1 October 2023

Josu-hernaiz-healing-hands-small.jpg

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

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 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 its 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 the caster to hit. The enemy's armour is ignored; the caster needs to hit armour class 10 to succeed — 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.