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Regenerate Wound: Difference between revisions

From Kronopolis and the Flat Plane
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You cause the touched creature to restore 2d6 hit points at the start of their turn, for the duration. If the creature is restored to its maximum hit points any remaining restoration is turned into temporary hit points until the creatures next turn.
''Wounds are rapidly sealed, as if they never happened.''
 
* For the duration, a creature within range have their [[hit point]]s restored by {{c|2d6}} at the start of their turn. If the creature is restored to its maximum [[hit point]]s any remaining restoration is added as [[temporary hit point]]s until the creatures next turn.
When a creature affected by this spell suffers damage, ''you'' must succeed with a concentration check – once per creature and turn – or the spell ends.
* When a creature affected by this spell suffers damage, ''you'' must succeed with a [[concentration]] check – once per creature and turn – or the spell ends.


'''Power Increase'''<br>
'''Power Increase'''<br>
When you cast this spell using a spell slot of 3rd level or higher, the restored hit points is increased by 1d6 for each slot level above 2nd.
* When you cast this spell using a spell slot of 3rd level or higher, the restored hit points is increased by {{c|1d6}} for each slot level above 2nd.

Revision as of 15:53, 11 June 2025

2nd Level
Theme(s)
Primal
Domain(s)
Anima
Casting Time Standard Action (3 AP)
Range Touch
Component(s) V, S
Duration 4 turns

Wounds are rapidly sealed, as if they never happened.

  • For the duration, a creature within range have their hit points restored by 2d6 at the start of their turn. If the creature is restored to its maximum hit points any remaining restoration is added as temporary hit points until the creatures next turn.
  • When a creature affected by this spell suffers damage, you must succeed with a concentration check – once per creature and turn – or the spell ends.

Power Increase

  • When you cast this spell using a spell slot of 3rd level or higher, the restored hit points is increased by 1d6 for each slot level above 2nd.