Cure Light Wounds: Difference between revisions

From World of Agrimoor
Jump to navigation Jump to search
m (Protected "Cure Light Wounds" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)))
No edit summary
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
{{Spells
{{Spells
| spell_name = Cure Light Wounds
| spell_name = '''Cure Light Wounds*'''
| spell_range = Touch
| spell_range = Touch
| spell_duration = Instantaneous
| spell_duration = Instantaneous
Line 6: Line 6:
| spell_description = This spell either heals damage or removes paralysis. If used to heal, it can cure 2-7 (1d6 + 1) points of damage. Or it can be used to cure paralysis, without healing. This spell cannot increase a creature's total hit points above their maximum.</br>''Reversed:'' When reversed, the caster uses ''cause light wounds'' to deal 1d6 + 1 (2-7) points of damage to any creature or character touched (no saving throw). The cleric must make a successful normal attack roll to inflict damage.
| spell_description = This spell either heals damage or removes paralysis. If used to heal, it can cure 2-7 (1d6 + 1) points of damage. Or it can be used to cure paralysis, without healing. This spell cannot increase a creature's total hit points above their maximum.</br>''Reversed:'' When reversed, the caster uses ''cause light wounds'' to deal 1d6 + 1 (2-7) points of damage to any creature or character touched (no saving throw). The cleric must make a successful normal attack roll to inflict damage.
}}
}}
'''Back to:''' [[AG RC Spells]]

Latest revision as of 09:37, 10 June 2025

Cure Light Wounds*
Range: Touch
Duration: Instantaneous
Effect: Any one living creature, self
This spell either heals damage or removes paralysis. If used to heal, it can cure 2-7 (1d6 + 1) points of damage. Or it can be used to cure paralysis, without healing. This spell cannot increase a creature's total hit points above their maximum.
Reversed: When reversed, the caster uses cause light wounds to deal 1d6 + 1 (2-7) points of damage to any creature or character touched (no saving throw). The cleric must make a successful normal attack roll to inflict damage.

Back to: AG RC Spells