Heal Injury

School Necromancy
Casting Time 1 standard action
Components M, S, V
Range touch
Target 1 creature
Duration instantaneous
Saving Throw Charisma half (harmless), see text; Spell Resistance yes (harmless), see text
Recharge general

When you touch a creature's injury as part of casting this spell, you channel positive energy into the injury and use your medicinal knowledge to heal it. As part of casting this spell, make a Medicine check to treat the target injury, adding your casting tier to the result. You may use your casting modifier instead of your Medicine's attribute modifier if it is higher. A success heals the injury immediately instead of having to wait the normal amount of time for treating injuries. You cannot critical fail on your Medicine check as part of this spell.

For every power higher, you can make another Medicine check to treat another injury on the target creature, or reroll a failed Medicine check.

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