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|magic=1 |
|magic=1 |
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|invoke=1 |
|invoke=1 |
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|e=Make an {{L|Tradecraft|Herbalist}} check. The {{L|GM}} determines the difficulty based on the severity of the illness. The {{L|GM}} may also require you to have access to specific ingredients or tools or put other conditions in place. |
|e=Make an {{MetaCommand|{{L|Tradecraft|Herbalist}} {{L|Core|Tradecrafts|check}}|tc herbalist|herbalist check}} to remove a {{L|Category|Disease effects|disease or illness}} from some creature. The {{L|GM}} determines the difficulty based on the severity of the illness. The {{L|GM}} may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a {{L|Category|Mental effects|mental effect}}. |
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|mp=1 |
|mp=1 |
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|pro=You are {{L|Keyword|Adept}} at Cure Illness. Before you make the check, you may spend 1 additional {{L|MP}} to know the DC if it is less than your total level. You may also add your {{L|Core|Proficiency Bonus}} to the {{L|Tradecraft|Herbalist}} check regardless of whether or not you are proficient in {{L|Tradecraft|Herbalist}}. |
|pro=You are {{L|Keyword|Adept}} at Cure Illness. Before you make the check, you may spend 1 additional {{L|MP}} to know the DC if it is less than your total level. You may also add your {{L|Core|Proficiency Bonus}} to the {{MetaCommand|{{L|Tradecraft|Herbalist}} {{L|Core|Tradecrafts|check}}|tc herbalist|herbalist check}} regardless of whether or not you are proficient in {{L|Tradecraft|Herbalist}}. |
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|fly=You may add your {{L|Core|Fluency Bonus}} to the {{L|Tradecraft|Herbalist}} check regardless of whether or not you are fluent in {{L|Tradecraft|Herbalist}}. |
|fly=You may add your {{L|Core|Fluency Bonus}} to the {{L|Tradecraft|Herbalist}} check regardless of whether or not you are fluent in {{L|Tradecraft|Herbalist}}. |
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|success=The target is cured of the illness. |
|success=The target is cured of the illness. |
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|fail=The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again. |
|fail=The target is not cured, but the illness does not worsen for the duration of Healing Touch. You may cast Cure Illness again to keep the disease from progressing, but you may not attempt the check again. |
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|dur=1h |
|dur=1h |
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|heal=1 |
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|heightened=The DC of the check is reduced by 1. |
|heightened=The DC of the check is reduced by 1. |
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}} |
}} |
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Latest revision as of 09:37, 6 February 2026
Make an to remove a disease or illness from some creature. The GM determines the difficulty based on the severity of the illness. The GM may also require you to have access to specific ingredients or tools or put other conditions in place. If the illness is mental in nature, then Cure Illness acts as a mental effect.