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CAUSE_LIGHT

Keywords: CAUSE_LIGHT, CAUSE_SERIOUS, CAUSE_CRITICAL, HARM, CAUSE-LIGHT, CAUSE-SERIOUS, CAUSE-CRITICAL
Syntax: commune 'cause light' <victim>
commune 'cause serious' <victim>
commune 'cause critical' <victim>
commune 'cause harm' <victim>


Those trained in the healing arts are equally proficient in causing damage as well. Instead of channeling life force into the victim, it is sucked out and channeled back to the diety. Upon calling the wratch of their diety on the victim, the sheer life force is drained and old wounds open as pain is inflicted on the victim. It is almost as if watching old wounds open up.


RP Combat Information:

Attack Type: Damage Spell(s)
Attack Syntax: 1d20 + <Spell Hitroll>
Damage: See Remarks
Damage Type: Negative
Difficulty Class: <SpellCaster DC>
Remarks: A creature suffers the below damage as appropriate to the spell being cast.

Cause Light: 1d6 + <Spell Damroll>

Cause Serious: 3d4 + <Spell Damroll>

Cause Critical: 4d5 + <Spell Damroll>

Cause Harm: This spell is only able to be cast (1 / Day). The target of this spell makes a <Fortitude> saving throw, suffering 7d6 negative damage on a failed save or 1/2 as much on a successful one. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the damage it took. Any effect that removes a disease or curse allows a creatures hit point maximum to return to normal before that time passes.
RP Combat Information:
Damage: 2d8 + Spell Damroll
Damage Type: harm