Difference between revisions of "Cure Wounds"

From The Hidden Room
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{{Setting_RedAge_Spells}} > [[Cure Wounds]]
{{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.
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???

Revision as of 05:44, 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. 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???