
Azothath |
Abate Affliction (Abt Aflct)
School: {arcane/occult}Abjr(A) or {divine}Conj(C).
Domain/Mystery: healing 1, community 2, succor 1.
Level: skald 2, sorcerer 1, witch 2, wizard 1, cleric 1, inquisitor 1, oracle 1, paladin 1, shaman 1, warpriest 2, medium 1, occultist 1, psychic 1, spiritualist 1, alchemist 1, investigator 2.
Casting Time: full-round action
Components: V, S, M (small effigy, holy symbol, or totem 1gp)
Range: Touch
Target(s): Touch, 1 willing/friendly large or smaller living creature (see text)
Duration: 3*CstrLvl hrs (see text)
Save: Will negates; SR: Yes (harmless)
Description
Abate affliction slows one known and identified affliction (corruption, curse, disease, drug & addiction, infestation, madness & psychological condition(including confusion effect), poison) from progressing and reduces the current and ongoing penalty (if any) by 1 or up to 12.5%(in case of a random effect, worse(-12.5) to best(+12.5%) option (use a d8)) chosen by the caster. This offers the target some relief from their current situation but does not directly aid saves from the condition. Iterative checks for the affliction may be delayed by 2 rounds if round by round or to double the usual time increment.
Identifying the problem:
Identifying the affliction occurs before casting the spell. A Heal DC 15 check over 3 rounds can point the caster to the right skill choice. If the affliction is a spell effect and the caster witnesses the spell being cast he may use Spellcraft to identify the spell and thus the affliction.
A corruption, curse, divine affliction requires the caster succeed at a Know Religion check vs 10 +DC of the affliction (usually spell DC or save). A disease, infestation, drug, addiction, madness, psychological condition requires the caster succeed at a Heal check vs 10 +DC of the affliction. Likewise a curse, madness, arcane affliction requires Know Arcana, and a drug, infestation, or poison require Craft Alchemy. The caster chooses his preferred skill and makes a check to identify the particular affliction.
Some afflictions have a specific identification processes in their description and that should be used.
Often the player knows what afflicts their PC, but in the Game a skill check is required.
Once the affliction is identified the abate affliction causes the ongoing affliction to harbor in the 1-3” sized material component which is slowly eaten away and destroyed when the spell expires. The component must be worn and kept by the target lest the spell end. Only one application of this spell can affect a creature and further castings must wait at least 2d3 hours after the last casting expires.
A silver holy symbol or totem of 25gp increases the duration to 5*CstrLvl, and a gold holy symbol or totem of 100gp increases the duration to 8*CstrLvl. A creature of huge or larger requires this spell to be cast using a 2nd spell level slot. Oddly transmutation polymorphs of 4th spell level and above that affect the target cause this spell to end. This spell has no effect on aberrations, constructs, undead, haunts or spirits.
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see also
spell: Discorporation:C0
spell: Celestial Healing:C1{rework}
spell Twilight Knife:K2{rework}
spell: Lsr Shadow Walk:I4