Clerical Healing
Keywords:
CURE_LIGHT, CURE_SERIOUS, CURE_CRITICAL, HEAL, REJUVENATE, MASS_HEALING, CURE-LIGHT, CURE-SERIOUS, CURE-CRITICAL, MASS-HEALING
Syntax:
commune 'cure light' <person>
commune 'cure critical' <person>
commune 'cure serious' <person>
commune heal <person>
commune 'mass healing'
commune rejuvinate <person>
What would a cleric be without powers to mend wounds? These prayers of communion send forth healing energies into the target when the caster lays hands on them. The intensity of healing ranges from closing a few scratches, to healing all in the general vicinity, to completely mending all wounds, but the latter creates great strain on the cleric.
Realms: death healing
RP Combat Information:
Spell Type: Ranged or Touch
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: [See Below]
Damage Type: Holy
Details:
Cure Light: 1d8 + Spell Damroll
Cure Serious: 2d5 + Spell Damroll
Cure Critical: 4d4 + Spell Damroll
Heal: 5d6 + Spell Damroll - Closes all wounds and repairs bones.
Mass Healing: 4d4 + Spell Damroll - Heals all friendly targets within 60ft.
Rejuvinate: 3d4 + Spell Damroll - Reduces the <Spell Counter> of the player by 1; allowing them to cast their spells an additional time. Can also reduce RP fatigue, giving a player advantage on sleep, stunned, frightened, or other similar type conditions with the DMs approval.
commune 'cure light' <person>
commune 'cure critical' <person>
commune 'cure serious' <person>
commune heal <person>
commune 'mass healing'
commune rejuvinate <person>
What would a cleric be without powers to mend wounds? These prayers of communion send forth healing energies into the target when the caster lays hands on them. The intensity of healing ranges from closing a few scratches, to healing all in the general vicinity, to completely mending all wounds, but the latter creates great strain on the cleric.
Realms: death healing
RP Combat Information:
Spell Type: Ranged or Touch
Attack Syntax: 1d20 [Check for Critical Failure]
Damage: [See Below]
Damage Type: Holy
Details:
Cure Light: 1d8 + Spell Damroll
Cure Serious: 2d5 + Spell Damroll
Cure Critical: 4d4 + Spell Damroll
Heal: 5d6 + Spell Damroll - Closes all wounds and repairs bones.
Mass Healing: 4d4 + Spell Damroll - Heals all friendly targets within 60ft.
Rejuvinate: 3d4 + Spell Damroll - Reduces the <Spell Counter> of the player by 1; allowing them to cast their spells an additional time. Can also reduce RP fatigue, giving a player advantage on sleep, stunned, frightened, or other similar type conditions with the DMs approval.