Difference between revisions of "Cure Malady"
From The Hidden Room
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{{Setting_RedAge_Spells}} > [[Cure Malady]] | {{Setting_RedAge_Spells}} > [[Cure Malady]] | ||
[[Category:Spells]] | |||
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Attempt to treat a disease or poison with Spirit and a +(5 x Power) bonus. If the net bonus is +10 or more, the cure is instant; otherwise it counts as one successful Save against the malady (which may require 1 or more successes over time). | Attempt to treat a disease or poison with Spirit and a +(5 x Power) bonus. If the net bonus is +10 or more, the cure is instant; otherwise it counts as one successful Save against the malady (which may require 1 or more successes over time). | ||
Latest revision as of 15:51, 13 April 2022
Red Age > Rules > Magic > Spells > Cure Malady
Cure Malady (Lesser) (Power 1-2, instant, 1 action, 1 living creature, touch)
Attempt to treat a disease or poison with Spirit and a +(5 x Power) bonus. If the net bonus is +10 or more, the cure is instant; otherwise it counts as one successful Save against the malady (which may require 1 or more successes over time).
Cure Malady (Greater)
(Power 1+, instant, 1 action, 1 living creature, touch)
Attempt to treat a disease or poison with Spirit and a +(5 x Power) bonus. If the net bonus is +10 or more, the cure is instant; otherwise it counts as one successful Save against the malady (which may require 1 or more successes over time).