Magic:Cure Critical Wounds: Difference between revisions

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|Innate Level= 4
|Innate Level= 4
|Components= V,S
|Components= V,S
|Casting Time= 1 action
|Casting Time= 1 Action
|Range= Touch
|Range= Touch
|Target= Single
|Target= Single
|Duration= Instantaneous
|Duration= Instantaneous
|Counters=--
|Counters=--
|Saving Throw= Will halves (harmless) (see text)
|Saving Throw= None
|Spell Resistance= Yes (harmless)
|Spell Resistance= No
|Metamagic= Empower, Maximize, Quicken, Silent, Still
|Metamagic= Empower, Maximize, Quicken, Silent, Still
|Energy Substitution= No
|Energy Substitution= No
|Description= <onlyinclude><includeonly>[[Magic:Cure Critical Wounds|Cure Critical Wounds]] - </includeonly>When laying the character's hand upon a living creature, the character channels positive energy that heals 1d6% of the target's maximum HP for every 2 caster levels, up to a maximum of 12d6%.</onlyinclude>
|Description= Using positive energy, this spell heals critical injuries or damages undead. When cast on any target besides undead, the damage healed is increased by 50% if the caster has the healing domain. This stacks with, and is applied after, metamagic empower. When cast on undead, a successful melee touch attack is required to have an effect on the target. The damage to undead is doubled when a critical hit is made, and sneak attacks will increase the damage as well (though undead are normally immune to both). The effects vary depending on how the spell is cast, but the positive damage to undead is the same amount as the healing for other targets.
* If cast normally, the target is healed the greater of: a) 1d6% of the target's maximum HP for every 2 caster levels, up to a maximum of 12d6%*, or b) 4d8 +1 point per caster level (up to +20). For undead, the damage calculation is based on current HP rather than maximum HP.
* If cast from an item (including artificed wands/scrolls - see below for Elixirs of Heavenly/Exalted Healing), the target is healed 4d8 +1 point per caster level (up to +20).


When cast from an item, the spell heals the target by only 4d8 points of damage +1 point per caster level (up to +20).
'''''Note:''' There is an extra cap in place that may prevent healing (or damaging undead) more than 95% of the target's maximum HP. If the total is above 100% (possible with metamagic empower), it is lowered to 95%. The 50% bonus from having the healing domain, or critical hit x2 multiplier and sneak attack damage, are applied (in that order) after, and are not affected by this reduction.''


Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can attempt a Will save to take half damage.
 
=====Elixir of Heavenly/Exalted Healing=====
There are 2 special potions in Avlis that cast this spell with custom effects. Like the spell version, the damage healed is increased by 50% if the potion user has the healing domain. Both will also do the same positive damage to an undead that drinks it (and makes a successful melee touch attack on itself). The same double damage on a critical hit and sneak attack damage also apply (for any that aren't immune).
* The Elixir of Heavenly Healing will heal the greater of: a) 40% of the target's maximum HP, or b) 90 HP.
* The Elixir of Exalted Healing will heal the greater of: a) 80% of the target's maximum HP, or b) 180 HP.
}}
}}

Latest revision as of 03:20, 7 February 2022

Conjuration ( Healing ) [ Positive ]
Level: Brd 4, Clr 4, Drd 5, Healing 4
Innate Level: 4
Component(s): V,S
Casting Time: 1 Action
Range: Touch
Target: Single
Duration: Instantaneous
Counter(s): --
Saving Throw: None
Spell Resistance: No
Metamagic: Empower, Maximize, Quicken, Silent, Still
Energy Substitution: No

Using positive energy, this spell heals critical injuries or damages undead. When cast on any target besides undead, the damage healed is increased by 50% if the caster has the healing domain. This stacks with, and is applied after, metamagic empower. When cast on undead, a successful melee touch attack is required to have an effect on the target. The damage to undead is doubled when a critical hit is made, and sneak attacks will increase the damage as well (though undead are normally immune to both). The effects vary depending on how the spell is cast, but the positive damage to undead is the same amount as the healing for other targets.

  • If cast normally, the target is healed the greater of: a) 1d6% of the target's maximum HP for every 2 caster levels, up to a maximum of 12d6%*, or b) 4d8 +1 point per caster level (up to +20). For undead, the damage calculation is based on current HP rather than maximum HP.
  • If cast from an item (including artificed wands/scrolls - see below for Elixirs of Heavenly/Exalted Healing), the target is healed 4d8 +1 point per caster level (up to +20).

Note: There is an extra cap in place that may prevent healing (or damaging undead) more than 95% of the target's maximum HP. If the total is above 100% (possible with metamagic empower), it is lowered to 95%. The 50% bonus from having the healing domain, or critical hit x2 multiplier and sneak attack damage, are applied (in that order) after, and are not affected by this reduction.


Elixir of Heavenly/Exalted Healing

There are 2 special potions in Avlis that cast this spell with custom effects. Like the spell version, the damage healed is increased by 50% if the potion user has the healing domain. Both will also do the same positive damage to an undead that drinks it (and makes a successful melee touch attack on itself). The same double damage on a critical hit and sneak attack damage also apply (for any that aren't immune).

  • The Elixir of Heavenly Healing will heal the greater of: a) 40% of the target's maximum HP, or b) 90 HP.
  • The Elixir of Exalted Healing will heal the greater of: a) 80% of the target's maximum HP, or b) 180 HP.