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Healing Surges (3.5e Variant Rule)

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More than just HP, healing surges exemplify a character's deepest reserves, and allow heroes to fight off even the worst of effects with time, as follows:
*After one minute of rest, a character may spend a healing surge to gain another save against one of the conditions listed below or the effects of one spell, supernatural, or spell-like ability with the duration of 1 or more rounds, but not one whose duration is instantaneous or permanent. If this is a spell, supernatural, or spell-like ability, it must be targeted. The effects of this condition, spell, supernatural, or spell-like ability end on that character, but if others are affected by it as well, its effects are unabated for them. If no save is normally allowed, the DC is equal to 10 + 1/2 the original creature's HD + their relevant ability modifier.
**Conditions: ''Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted*, Fatigued*, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Petrified, Shaken, Sickened,'' Stunned
**(''Fatigue'' and ''Exhausted'' can't be remove if their source is a lack of sleep.)
*After ten minutes of rest, a character may spend a healing surge to heal one point of ability damage. No HP is gained from this use of a healing surge.