Cure Wounds
Cure Wounds
Magic Resistance: Yes
Prerequisites: Divine Rank 2
Disciplines: Creation
Potency: [1d4 + Divine Rank]
Cast Action [CT 2, REC 2]
Components: V, S, DF
Cost: 1 Resolve
Limitation: This power may only be used once per round per creature.
Range: Touch
Target: One living creature
Effect: You channel positive energies gifted to you by your chosen divine source to heal the wounds of the target through your touch. The target may Burn 1 Stamina to regain hitpoints equal to [its Healing Value + 1d8 + your Divine Might]. This also removes any Save Ends Bleed and Save Ends Blood Loss effects.
Special: Cure wounds may be further augmented using the Divine Sphere of Healing.
Augment, Cure Moderate Wounds
[Divine Rank 4, Stacking]
Stacking [Rank 4, 6, 8, etc]: This augment may be applied multiple times and is limited by your Divine Rank.
Effect: Increase the hitpoints recovered by the target by 1d8.
Master Augment, Harm Undead
[Divine Rank 2]
Cost: 1 Stamina Burn, Rec +2
Effect: Instead of healing a creature, you channel positive energies to damage an undead creature. This replaces the primary effect. Make an attack:
Range: Touch
Target: One Undead creature
Attack: Devotion vs. Touch
Hit: The target takes 1d8 Radiant damage per Divine Rank.
Special: If you are a disciple of the Healing Sphere, increase the damage dealt on a hit by your Divine Might.
Master Augment, Cure Blood Loss
[Divine Rank 3]
Effect: Instead of granting healing, the target may burn 1 Stamina to reduce their level of Blood Loss by 1.
Master Augment, Cure Injury
[Divine Rank 4]
Cost: 1 Resolve
Effect: In addition to the healing granted, remove any Save Ends effects of one Injury.
Master Augment, Cure Serious Wounds
[Divine Rank 5]
Cost: 2 Resolve
Effect: The target Burns one additional Stamina to regain an additional Healing Value's worth of hitpoints.