Dungeons and Dragons Wiki
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 41: Line 41:
 
=== {{Anchor|Using}} Medi-Gel ===
 
=== {{Anchor|Using}} Medi-Gel ===
   
To use Medi-Gel on a wounded creature, make a [[SRD:Heal Skill|Heal]] check. You add a number of [[SRD:Hit Points|hit points]] equal to the check result × the Medi-Gel's ''[[#Creating|quality]]'' multiplier to a ''recovery pool''. Every subsequent use of Medi-Gel further adds to the recovery pool. This recovery pool cannot contain more hit points than the creature has taken damage at any time.
+
To use Medi-Gel on a wounded creature, you make a [[SRD:Heal Skill|Heal]] check. The creature recovers a number of [[SRD:Hit Points|hit points]] equal to the check result × the Medi-Gel's ''[[#Creating|quality]]''.
   
 
[[SRD:Hit Points|Hit points]] restored with Medi-Gel aren't permanent. Any health regained with Medi-Gel injection is added to the creature's remaining hit points as a ''recovery pool''. The sum total of a character's remaining [[SRD:Hit Points|hit points]] and his recovery pool can not exceed his maximum hit points. For as long as the Medi-Gel is in effect (see Duration in the [[#Creating|above table]]) the creature regains hit points from its recovery pool at a rate of 1 per character level per hour. This recovery rate can be doubled when resting after sustaining the injury or with periodic medical treatment once per hour (or tripled if both). Any hit points recovered from the recovery pool become permanent [[SRD:Hit Points|hit points]] and are effectively healed. Hit points remaining in the recovery pool when the Medi-Gel wears off are lost. Medi-Gel essentially allows a creature to 'ignore' its wounds while its real recovery speeds up.
The recovery pool is added to the creature's hit points for the purpose of determining when the creature is dying or dead, and how it will be affected by [[SRD:Hit Points|hit points]]-dependant spells and effects. A creature with -10 hit points and a recovery pool of 20 is treated as having 10 hit points, and is not dying or dead.
 
   
  +
Any further damage taken by a creature is subtracted from its remaining hit points, not its recovery pool. As such, it is possible for a creature to have negative health and still be conscious and even in combat, as long as the sum of its hit points and recovery pool is positive. For all intents and purposes, the hit points in the recovery pool can be considered 'real'.
The recovery pool remains until the effect duration of the Medi-Gel (see the [[#Creating|above table]]) runs out. During this time, the creature recovers [[SRD:Hit Points|hit points]] from its recovery pool at a rate of 1 per character level per hour. This recovery rate can be doubled when resting after sustaining the injury or being under medical supervision (or tripled if both). Any [[SRD:Hit Points|hit points]] recovered from the recovery pool become permanent [[SRD:Hit Points|hit points]] and are effectively healed. Hit points remaining in the recovery pool when the Medi-Gel wears off are lost. Medi-Gel essentially allows a creature to 'ignore' its wounds while it gradually recovers from them.
 
   
 
====Extended Treatment====
When the Medi-Gel wears off the creature incurs full effects from its hit point loss and, if at -10 hit points or less when its recovery pool disappears, it will die.
 
   
 
Medi-Gel can be used to extend the effect of a previous application. Whenever a new batch of Medi-Gel is applied, the effective duration overlaps (does not stack) with that of any previous applications. The duration of the recovery pool is reset to the longest remaining duration.
If a creature with [[SRD:Fast Healing|fast healing]] has an active recovery pool, it recovers [[SRD:Hit Points|hit points]] from its recovery pool first, at the appropriate rate.
 
   
  +
'''Example 1:''' A level 3 soldier with 30 [[SRD:Hit Points|hit points]] is dealt 20 damage by a powerful attack and is subsequently healed using Medi-Gel (×1 quality, 2 hour duration). He has 10 hit points left and a recovery pool of 20 hit points. The soldier rests to help speed recovery, regaining 6 [[SRD:Hit Points|hit points]] per hour for 2 hours. He ends up with 22 hit points, and the remaining 8 hit points in his recovery pool are lost.
=== Extending Treatment ===
 
   
  +
'''Example 2:''' If the level 3 soldier mentioned above would take 20 damage again after being healed, his hit point total would become -10. His recovery pool of 20 remains however, meaning he effectively has -10 + 20 = 10 hit points and is not in danger of dying. When the Medi-Gel wears off he will have recovered 12 hit points from his recovery pool, leaving him stable at -10 + 12 = 2 hit points.
Medi-Gel can be used to extend the effect of a previous application. Whenever a new batch of Medi-Gel is applied, the effective duration overlaps (does not stack) with that of any previous applications. The lifetime of the recovery pool is reset to the longest remaining duration, allowing a badly injured creature to survive with extended medical treatment.
 
   
   
Please note that all contributions to the Dungeons and Dragons Wiki are considered to be released under the CC-BY-SA
Cancel Editing help (opens in new window)