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AD&D Players Handbook/Database/Spells/Cleric/Cure Serious Wounds

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  1. Cure Serious Wounds


Class Cleric
Spell level 4
School Necromantic
Reversible Yes
Range Touch
Duration Permanent
Area of Effect Creature touched
Components V,S
Casting Time 7segments
Saving Throw None


    1. Description

This spell is a more potent version of the cure light wounds spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury damage to the creature's body to be healed. This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict 3 to 17 hit points. Level: 4 Range: 12" Duration: 1 turn/level Area of Effect: 1 " X I " square/level area Explanation/Description: The cleric casting a lower water spell causes water or similar fluid in the area of effect to sink away. Lowering is 5% of original effect for every level of experience of the cleric, i.e. 40% ot 8th level, 45% at 9th, 50% at loth, etc. The effect of the spell lasts for 1 turn for each level of experience of the cleric casting it. Likewise, the area of effect increases by level of experience, an 8th level cleric affecting an area of 8" X 8", a 9th level an area of 9" X 9", and so forth. Material components of this spell are the cleric's religious symbol and a pinch of dust. The reverse of the spell causes the water or similar fluid to return to its normal highest level, plus one foot for every level of experience of the cleric casting it.

    1. Source

Supplied Players Handbook PDF, PDF page 49. Original printed page is approximately 47 for this portion of the scan. Source column: L.

OCR source record

[edit]
Level: 4 Components: V,S Range: Touch Casting Time: 7segments Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: This spell is a more potent version of the cure light wounds spell (q.v.). Upon laying his or her hand upon a creature, the cleric causes from 3 to 17 (2d8+1) hit points of wound or other injury damage to the creature's body to be healed. This healing will affect only those creatures listed in the cure light wounds spell explanation. Cause serious wounds, the reverse of the spell, operates similarly to the cause light wounds spell, the victim having to be touched first, and if the touch is successful, it will inflict 3 to 17 hit points. Level: 4 Range: 12" Duration: 1 turn/level Area of Effect: 1 " X I " square/level area Explanation/Description: The cleric casting a lower water spell causes water or similar fluid in the area of effect to sink away. Lowering is 5% of original effect for every level of experience of the cleric, i.e. 40% ot 8th level, 45% at 9th, 50% at loth, etc. The effect of the spell lasts for 1 turn for each level of experience of the cleric casting it. Likewise, the area of effect increases by level of experience, an 8th level cleric affecting an area of 8" X 8", a 9th level an area of 9" X 9", and so forth. Material components of this spell are the cleric's religious symbol and a pinch of dust. The reverse of the spell causes the water or similar fluid to return to its normal highest level, plus one foot for every level of experience of the cleric casting it.