Cure
From Hastur
The cure arcana heals wounds and afflictions in living beings of all kinds. It has no effect on objects, constructs, and undead. Unwilling creatures are allowed a Will save to negate cures.
Cure Enhancements
- Enhance Treat Injury (+1). Affected creatures gain a +2 bonus to Treat Injury checks. You can choose this enhancement multiple times.
Level | Bonus |
---|---|
+3 | +2 |
+5 | +4 |
+7 | +6 |
+10 | +8 |
+13 | +10 |
+16 | +12 |
+20 | +14 |
- Enhance Constitution (Varies). Affected creatures gain an enhancement bonus to Constitution. Consult the table to determine by how much the ability score is enhanced.
- Heal, Greater (+10). Affected creatures heal 1d6 points of damage. For each additional 2 levels, creatures heal an additional 1d6 points of damage.
- Heal, Lesser (+4). Affected creatures heal 1d4 points of damage, as if healed with the Treat Injury skill. A creature can only benefit once each day from this type of healing, whether it comes from magic or a mundane skill.
- Stabilize (+1). Affected creatures that are dying stabilize, but remain unconscious.
Cure Affliction
The following conditions can be cured.
- Ability Damage (+3). The spell cures 1 point of temporary ability damage to the ability score of your choice.
- Ability Drain (+8). The spell cures 1 point of permanent ability drain. It cannot restore Constitution loss due to death.
- Ability Penalty (+5). If there are any magical effects reducing one of the subject’s ability scores, the effect is dispelled. This does not cure ability damage or permanent ability drain, but it can sober a drunk person without giving them a hangover.
- Blindness/Deafness (+8). The spell cures subject’s blindness or deafness. This enhancement costs an action point when cast.
- Disease (+8). The spell cures all diseases afflicting the subject. This enhancement costs an action point when cast.
- Exhaustion (+4). The spell reduces exhaustion to fatigue. Exhaustion caused by casting an overpowered spell cannot be healed with a Cure spell.
- Fatigue (+2). The spell eliminates fatigue. Fatigue caused by casting an overpowered spell cannot be healed with a Cure spell.
- Level Drain (+10). The spell restores one level to a creature that has suffered a level drain, as long as the level drain occurred within the past week. It cannot restore a level lost due to death.
- Nausea (+2). The spell eliminates the nauseated condition.
- Negative Level (+6). The spell negates one negative level on the affected creature(s). It does not restore level drain.
- Paralysis (+10). The spell cures any physical paralysis afflicting the subject. If the creature’s Strength or Dexterity had been drained, they are restored to at least 1. This enhancement costs an action point when cast.
- Poison, Negate (+10). The spell neutralizes poison in the area. Any poison that enters the area during the spell’s duration is neutralized. Creatures with natural poison abilities that succeed their saving throw can keep their poison stores and use their poison to harm creatures outside the area of effect.
- Poison, Slow (+3). For the spell’s duration, poison in the area of effect has no effect. Once the spell elapses, poison takes its usual course.
- Stun (+3). The spell removes the stunned condition from a characer.
Regenerate
The spell regenerates lost body parts.
- Regenerate, Greater (+18). The spell regenerates lost body parts as large as a missing limb. This enhancement costs an action point when cast.
- Regenerate, Lesser (+12). The spell regenerates lost body parts no larger than a finger or eye. This enhancement costs an action point when cast.
- Regenerate, Moderate (+15). The spell regenerates lost body parts no larger than a hand or foot. This is proportional to the creature being healed, and can heal a giant as easily as a halfling. This enhancement costs an action point when cast.
See Also
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