Heal
Necromancy (White)
Tier: 2
Components: Verbal, Somatic
Casting Time: 10 minutes
Range: touch
Target: Wounded, diseased, or poisoned creature
Duration: Instantaneous
Saving Throw: Spell negates (harmless)
As you chant, the gash knits. The arm will be a little stiff, but it will function.
This spell accelerates the healing process, allowing the body to recover more quickly. You must make a heal check to tend to the subject while you cast this spell.
A character suffering from poison or disease can immediately roll three times to reduce the effects of the affliction. They gain a bonus on these saves based on your heal check:
Heal Check Result | Save Modifier |
Failure |
-2 |
Success |
+0 |
Success by 5 or more |
+2 per 5 over the DC |
Alternately, the spell can be used to heal one of a creature’s wounds. The target rolls a number of Con checks equal to the wound points of the wound, removing one point for each success. No tending is possible during this process, so only the creature’s Constitution modifier will apply to these checks.
If no wound points remain, then the injury is fully healed. If any wound points remain, they are removed, but the injury still lingers as if it had healed badly.
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