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priority:skills:heal [2026/08/29 00:53] – elfinlockspriority:skills:heal [2026/08/29 00:53] (current) – [Table: Common Heal Uses] elfinlocks
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 | Treat poison                                               | Poison’s save DC   | Half Action  | | Treat poison                                               | Poison’s save DC   | Half Action  |
 | Treat disease                                              | Disease’s save DC  | 10 minutes   | | Treat disease                                              | Disease’s save DC  | 10 minutes   |
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 ==== Provide First Aid ==== ==== Provide First Aid ====
  
 You usually use first aid to save a Dying character. If a character has the Dying condition you can make him stable and remove it. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed. You usually use first aid to save a Dying character. If a character has the Dying condition you can make him stable and remove it. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed.
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 ==== Perform Surgery to heal Wounds ==== ==== Perform Surgery to heal Wounds ====
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 You can tend to a number of creatures equal to your ranks in the Heal skill simultaneously. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands (available with a [[game_systems:lifestyle#food|Lifestyle of Well-Fed]] or higher). Providing long-term care requires your continuous presence throughout the day, but only consumes one hour of your time each day, meaning you may [[priority:skills:craft|Craft]] or practice your [[priority:skills:profession|Profession]] simultaneously, if desired. You cannot provide long-term care to yourself. You can tend to a number of creatures equal to your ranks in the Heal skill simultaneously. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands (available with a [[game_systems:lifestyle#food|Lifestyle of Well-Fed]] or higher). Providing long-term care requires your continuous presence throughout the day, but only consumes one hour of your time each day, meaning you may [[priority:skills:craft|Craft]] or practice your [[priority:skills:profession|Profession]] simultaneously, if desired. You cannot provide long-term care to yourself.
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 ==== Treat Wounds from Caltrops, Spike Growth, or Spike Stones ==== ==== Treat Wounds from Caltrops, Spike Growth, or Spike Stones ====
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 A creature wounded by a [[priority:magic:spells:tier2:spike_growth|]] or [[priority:magic:spells:tier3:spike_stones|]] spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC. A creature wounded by a [[priority:magic:spells:tier2:spike_growth|]] or [[priority:magic:spells:tier3:spike_stones|]] spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.
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 ==== Treat Injury ==== ==== Treat Injury ====
  
 When treating injuries, you can restore Hitpoints to a damaged creature. Treating injuries restores 1 Hitpoint per rank in Heal which you possess. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. You may only treat a creature's injuries once every 8 hours. When treating injuries, you can restore Hitpoints to a damaged creature. Treating injuries restores 1 Hitpoint per rank in Heal which you possess. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. You may only treat a creature's injuries once every 8 hours.
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 ==== Treat Disease ==== ==== Treat Disease ====
  
 To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a bonus equal to your Wisdom modifier on his saving throw against the disease. To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a bonus equal to your Wisdom modifier on his saving throw against the disease.
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 ==== Treat Poison ==== ==== Treat Poison ====
  
 To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a bonus equal to your Wisdom modifier on his saving throw against the poison. To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a bonus equal to your Wisdom modifier on his saving throw against the poison.
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