Jump to content

AD&D Players Handbook/Database/Spells/Cleric/cure Critical Wounds

From singerhosting
  1. cure Critical Wounds


Class Cleric
Spell level 5
School Necromantic
Reversible Yes
Range Touch
Duration Permanent
Area of Effect Creature touched
Components V, S
Casting Time 8 segments
Saving Throw None


    1. Description

The cure critical wounds spell is a very potent version of the cure light wounds spell (9.v.). The cleric lays his ar her hand upon a creature and heals from 6 to 27 (3d 8+3) hit points of damage from wounds or other damage. The spell does not affect creatures excluded in the cure light wounds spell explanation. Its reverse, cause serious wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 6-27 hit points of damage. Caused wounds heal as do wounds of other sorts.

    1. Source

Supplied Players Handbook PDF, PDF page 50. Original printed page is approximately 48 for this portion of the scan. Source column: R.

OCR source record

[edit]
Level: 5 Components: V, S Range: Touch Duration: Permanent Saving Throw: None Area of Effect: Creature touched Casting Time: 8 segments Explanation/Description: The cure critical wounds spell is a very potent version of the cure light wounds spell (9.v.). The cleric lays his ar her hand upon a creature and heals from 6 to 27 (3d 8+3) hit points of damage from wounds or other damage. The spell does not affect creatures excluded in the cure light wounds spell explanation. Its reverse, cause serious wounds, operates in the same fashion as other cause wounds spells, requiring a successful touch to inflict the 6-27 hit points of damage. Caused wounds heal as do wounds of other sorts.