Level
3rd
Casting Time
1 Minute
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 4 Hours
School
Abjuration
Attack/Save
None
Damage/Effect

By channeling your magical energy into a wound you can halt blood loss, set broken bones, and even keep limbs together until aid can be administered. When you touch a creature and administer this spell at 3rd level, you can stop blood loss from any deep cut or wound that creature experienced. This does not heal a creature but temporarily prevents residual damage, potential death, or allows limited use for the duration. This spell can only target one injury.  When you expend a higher level spell slot to cast this spell, you can use it to temporarily mend greater injuries as stated in the Temporary Mending table below.

 

Temporary Mending Table
Spell level Injury type

3rd

Deep cut or wound resulting in significant blood loss. Stops blood loss from this injury for up to 4 hours.

4th

 Broken wrist, foot or other minor appendage. Keeps the bones from shifting allowing for use of this appendage for up to 4 hours.

5th

 Broken arm, leg, or other major appendage. Keeps the bones from shifting allowing for limited use of this appendage for up to 2 hours. 

6th

 Severed hand, foot or other minor appendage. Keeps the limb attached to the body allowing for sufficient blood flow to the appendage and preventing major blood loss for up to 2 hours. If the creature uses the appendage, the spell ends.

7th

 Severed arm, leg, or other major appendage. Keeps the limb attached to the body allowing for sufficient blood flow to the appendage and preventing major blood loss for up to 1 hour. If the creature uses the appendage, the spell ends. 

* - (bandages, splints, medical herbs and a healer's kit, a charge of which is consumed)

Available For: Wizard (Legacy)

PapaJohnXL

Comments

Posts Quoted:
Reply
Clear All Quotes