Spell
Heal
- Type
- Any-time spells
- Cost (wounds)
- 1
- Effect
- Heals 1D3+1 wounds (not on yourself).
Cost is the wounds the caster pays. Type: W combat, O any time, N negotiation, V bribery, S special.
How it plays
Heal mends 1D3+1 wounds (3 on average) on another character for 1 wound of the caster's own. It can't be cast on yourself, and each caster rolls 1D6 before entering the maze to see how many times it can be used this adventure. Spend it between fights, and mind who pays: a caster with strength to spare makes the best healer.
- Costs 1 wound of the caster's own strength, and the spell can't be cast if that would kill the caster.
- Can be cast at any point in play, though a few spells only help in one situation (rule 10.6).
- Heals 3 wounds on average.
- Each caster can use it only 1D6 times per adventure, rolled before entering the maze (3.5 times on average).
Figures come straight from the rulebook tables and rules, before any magic items or bonuses.
Citadel of Blood and Labirynt Śmierci
Called Healing in Labirynt Śmierci.
Full rules: 10.0 Magic· 11.0 Resistance Checks· Spell list (10.9)