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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. If the illness is mental in nature, then Cure Illness acts as a {{L|Category|Mental effects|mental effect}}. |
|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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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.