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Cure Paralysis Scales With the Roll

Cure Paralysis in Dungeon Crawl Classics is a 2nd-level cleric spell resolved with a d20 plus Personality modifier and caster level. A check of 13-15 buys you one thing: touch a single creature, end the paralysis. Useful, unremarkable, and the result most tables treat as the whole spell.

It is not. At 16-19 the spell reaches 1d3 creatures within 30 feet, no touch required. That is the line between rescuing one pinned fighter and unfreezing half the front rank while the enemy still thinks the encounter is theirs. Higher still, and the spell moves past mere paralysis into restoring lost ability score points and reversing worse afflictions. The check is the spell. What you rolled decides what you cast.

Because DCC spellchecks are variable, the decision is when to commit, not merely whether. A caster sitting on a strong Personality mod and a few levels is gambling on tiers, and the difference between the tiers is a change in the shape of the fight, not a rounding error on the effect.

At the table: When two or more allies are paralyzed and clustered, hold the cast for a turn if you must, but treat 16 as the number that matters. Below it you save one body. At it, you retake the line.

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