Heal
With this skill a character can use a healing kit to cure wounds and heal poisons and diseases.
| Ability | Wisdom |
| Requires training | No - it works with no ranks in it |
| Armour check penalty | None |
| Available to | Every class |
How it works
Check. To heal poisons and diseases, the healer must make a successful check against their DC. The wounds a kit closes are its own strength multiplied by your roll: 20 out of combat, or a d20 in combat, plus one for every five ranks of Heal. If the target suffers from no poisons or diseases, it is still cured of damage.
Use. Use healing kit on a wounded creature.
- The skill's whole job here is the healing kit. Ranks in it do nothing on their own.
- A kit restores its own power multiplied by a roll: 20 out of combat, a d20 in combat, plus one for every five ranks of Heal you have. A stronger kit multiplies the whole of that, so the skill and the kit compound rather than add.
- A creature under an effect that blocks healing cannot be treated with a kit at all.
Skill point cost by class
One point per rank: Arcane Archer, Assassin, Barbarian, Bard, Blackguard, Cleric, Divine Champion, Druid, Dwarven Defender, Elite Guard, Fighter, God's Eye Scout, Monk, Northern Templar, Paladin, Pale Master, Ranger, Red Dragon Disciple, Rogue, Shadowdancer, Shifter, Skald, Sorcerer, Warlock, Weapon Master, Wizard.
Two points per rank: Purple Dragon Knight.