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COWBOYS & VIKINGSCompendium of the Wild Wastes

Catalog / Spells / Heal

Heal

Spells · Conjuration

Complexity 1
Strain 1
Casting Invocation, 2 AP
Duration Instant
  • Brewable
  • Healing

You mend wounds and restore vitality: the target regains 1d8 + your Mysticism ranks in HP.

Area deliveries cost double Strain for this spell.

Optional Modifiers

  • Greater Healing (+2): The target regains 2d8 + double your Mysticism ranks (doubled on your critical success).
  • Major Healing (+4): The target regains 3d8 + triple your Mysticism ranks (doubled on your critical success).
  • Supreme Healing (+6): The target regains 4d8 + quadruple your Mysticism ranks (doubled on your critical success).
  • Neutralize Affliction (+2): The target immediately attempts another save against one poison or disease affecting it, with 1 level of Advantage (2 on your critical success). If your Channeling result beats the affliction's DC, the save succeeds automatically; beat it by 15 or more and it's a critical success.
  • Restoration I (+2): Reduce the target's Exhaustion by 1 level (2 on your critical success). A creature can benefit from this only once per 24 hours.
  • Restoration II (+5): Reduce the target's Exhaustion by 2 levels (3 on your critical success). A creature can benefit from this only once per 24 hours.

Critical Success

The target regains double your result instead.