This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Heal (WIS) ====== The Heal skill allows you to tend to the injuries of yourself or others. ===== Common Uses ===== ==== Table: Common Heal Uses ==== {{tablelayout?rowsHeaderSource=Auto&colwidth=""}} ^ Task ^ DC ^ Time ^ | Provide First aid | 15 | Half Action | | Provide Long-term care | 15 | 8 hours | | Treat wounds from caltrops, spike growth, or spike stones | 15 | 10 minutes | | Treat deadly wounds | 20 | 1 hour | | Treat poison | Poison’s save DC | Half Action | | Treat disease | Disease’s save DC | 10 minutes | ==== 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. ==== Provide Long-Term Care ==== Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest. You can tend up to (your ranks in Heal) patients simultaneously. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself. ==== Treat Wounds from Caltrops, Spike Growth, or Spike Stones ==== A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty. 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. ==== Treat Deadly Wounds ==== When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point 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 deadly wounds once per day. ==== 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. ==== 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.