Difference between revisions of "Cure Wounds"

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(Created page with "{{Setting_RedAge_Spells}} ---- Spare The Dying (Power 0, instant, 1 action, 1 living creature, touch): make a Spirit check to staunch bleeding or stabilize a dying creature...")
 
 
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{{Setting_RedAge_Spells}}
{{Setting_RedAge_Spells}} > [[Cure Wounds]]
[[Category:Spells]]


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rename this spell block to Restoration?


Spare The Dying (Power 0, instant, 1 action, 1 living creature, touch): make a Spirit check to staunch bleeding or stabilize a dying creature as if you had a Healer's Kit.  Apply modifiers you would get to normal healing checks.
Spare The Dying (Power 0, instant, 1 action, 1 living creature, touch): make a Spirit check to staunch bleeding or stabilize a dying creature as if you had a Healer's Kit.  Apply modifiers you would get to normal healing checks.
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Heals one living creature (Power)d4 HP, or up to six living creatures (Power-2)d4 HP.
Heals one living creature (Power)d4 HP, or up to six living creatures (Power-2)d4 HP.


[[Category:Spells]]
 
*Restoration
(Power 1+, instant, 1 action, 1 living creature, touch)
Remove (Power-1) temporary physical conditions, such as deafened, paralyzed, blinded.  At Power 1 or counting as one condition, you can remove 10 Wind, Heat, Cold, Hunger and/or Thirst (forms of Fatigue) Thirst and Hunger can only be cured if the subject has had at least a half ration of food and drink.  Other forms of Fatigue (mostly magical Drains and the like) may be affected, usually at a less than 1-to-1 rate.
 
Cure Condition
(Power 2+, instant, 1 action, 1 living creature, touch)
Remove (Power-1) temporary physical conditions, such as deafened, paralyzed, blinded.
 
at higher levels, can restore maiming / regrow limbs
- (can never regrow heads?)
As one condition, you can remove all Wind, or 10 Fatigue, Heat, Cold, Hunger and/or Thirst (forms of Fatigue). Thirst and Hunger can only be cured if the subject has had at least a half ration of food and drink.  Other forms of Fatigue (mostly magical Drains and the like) may be affected, usually at a less than 1-to-1 rate, and possibly requiring a minimum Power.
 
- Revivify???
- used at a high enough level, it can repair a dead body, making it ready for a soul to reinhabit
 
 
 
 
 
===TBD===
 
Cure Condition / Restoration (grab from Cure Wounds)
 
Restore Life and Limb
- to raise the dead, you need Cure Wounds (
 
Revivify
(Power 3, instant, 1 "living" creature, touch, 300 gp of ritual materials)
You restore life to a creature that has died within the last minute whose soul is at liberty.  They have 0 hp and retain any Wounds and Life damage.  It can't restore those dead of old age and does not return missing body parts.
 
- harm / heal
- greater restoration
- restore life and limb (acks)  (merge raise dead, heal, regeneration, greater restoration into a single Restore Life and Limb spell)
 
real Resurrection is realm magic (both the physical restoration and the soul binding) and costs a bunch; can burn extra stuff for bonuses on the tamper with mortality roll.

Latest revision as of 05:55, 7 May 2022

Red Age > Rules > Magic > Spells > Cure Wounds


rename this spell block to Restoration?

Spare The Dying (Power 0, instant, 1 action, 1 living creature, touch): make a Spirit check to staunch bleeding or stabilize a dying creature as if you had a Healer's Kit. Apply modifiers you would get to normal healing checks. Cure Wounds (Power 1+, instant, 1 action, 1 living creature, touch): heals (Power)d6 + (Power) HP to a creature. If cast as part of a Short Rest, excess healing can restore 1 Life per 2 HP. If cast as part of a Long Rest (only the single most powerful healing spell is applied), it is added to your natural healing for Wounds.

Healing Word (Power 1+, instant, 1 bonus, range 60') Heals one living creature (Power)d4 HP, or up to six living creatures (Power-2)d4 HP.


  • Restoration

(Power 1+, instant, 1 action, 1 living creature, touch) Remove (Power-1) temporary physical conditions, such as deafened, paralyzed, blinded. At Power 1 or counting as one condition, you can remove 10 Wind, Heat, Cold, Hunger and/or Thirst (forms of Fatigue) Thirst and Hunger can only be cured if the subject has had at least a half ration of food and drink. Other forms of Fatigue (mostly magical Drains and the like) may be affected, usually at a less than 1-to-1 rate.

Cure Condition (Power 2+, instant, 1 action, 1 living creature, touch) Remove (Power-1) temporary physical conditions, such as deafened, paralyzed, blinded.

at higher levels, can restore maiming / regrow limbs - (can never regrow heads?) As one condition, you can remove all Wind, or 10 Fatigue, Heat, Cold, Hunger and/or Thirst (forms of Fatigue). Thirst and Hunger can only be cured if the subject has had at least a half ration of food and drink. Other forms of Fatigue (mostly magical Drains and the like) may be affected, usually at a less than 1-to-1 rate, and possibly requiring a minimum Power.

- Revivify??? - used at a high enough level, it can repair a dead body, making it ready for a soul to reinhabit



TBD

Cure Condition / Restoration (grab from Cure Wounds)

Restore Life and Limb - to raise the dead, you need Cure Wounds (

Revivify (Power 3, instant, 1 "living" creature, touch, 300 gp of ritual materials) You restore life to a creature that has died within the last minute whose soul is at liberty. They have 0 hp and retain any Wounds and Life damage. It can't restore those dead of old age and does not return missing body parts.

- harm / heal - greater restoration - restore life and limb (acks) (merge raise dead, heal, regeneration, greater restoration into a single Restore Life and Limb spell)

real Resurrection is realm magic (both the physical restoration and the soul binding) and costs a bunch; can burn extra stuff for bonuses on the tamper with mortality roll.