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]]


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Revision as of 15:22, 13 April 2022

Red Age > Rules > Magic > Spells > Cure Wounds


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.