Aid strengthens and sustains all creatures. It heals fatigue, exhaustion, suffering, wounds, negative levels—any non-incapacitating condition from which one can still receive a benefit from previous kills.
Aid also grants temporary hit points to living beings and damages undead beings on contact The temporary hit points persist as long as they continue to take damage while in effect. All damage being absorbed by the recipient is translated into temporary hitpoints that don’t affect any other creature or objects until destroyed at end of combat or until stopped via Dispel Magic – these amounts are applied on top of existing HP/hitpoints for existing creatures (with exception to constructs), ANY incoming attacks will have an effect equal to the damage negated by these temporary hitpoints.
For instance: Aid is cast and a creature has 15 hp and is currently at 0/10 (fatigued) – now it will have 45 Temporary hp before those are completely gone until they rest or recieve healing outside of aid. Any attack done to them now during this time period will be negated by the temporary hitpoints and they would receive half damage.
Aid facilitates the medical care with powers to assist in treating a wounded or poisoned person.
This spell provide you and your allies with short-term benefits and boosts healing. It helps heal allies that have taken damage by giving you new fighting resources for many subsequent battle rounds. You can also use it to protect against death’s door, which is the most common save used outside of combat in D&D 5e, so this is an alternate way to get out of dicey situations as well!
Note: If you’re going down this route, check out PHB page 207 for good combinations!
D&D 5e has a few spells that duplicate some effects of experienced player characters. Here are a few examples–Aid, Cure Wounds, Mass Heal, Bless. One way to think of them is this: these are the “missing” spells from players’ spellbooks that will often be used by NPCs because they’re so iconic but not as good on the table-top for either side.
So when we discuss why it’s appealing in an NPC context, bear in mind what might be the NPC character’s purpose. In most instance with Aid and Mass Heal as well as Divine Favor or Sacred Flame (characters most likely seek out these options after other resources have been depleted), I would suspect it to be about gaining/increasing influence over an enemy or ally, preventing/removing negative conditions that might impact the players’ ability to be effective, or incapacitating someone. It’s also possible it could be about infliciting positive conditions on the NPCs’ allies–like Mass Healing Word for example.
Aid doesn’t have an appeal.
Aid is not a magic mouth spell and can’t speak independently OR it’s a spell that constantly casts on yourself to heal. It has no relationship with charisma or persuasion when used as an ability, which is in line with how “aid” was always understood in old D&D editions and all its usage in AD&D material up until 3rd Edition.
In those games, the meaning of “aid” only was this thing where someone could come along later and say “Oh I saw you do XYZ – let me help you out.” To be fair to 5th edition, it’s still present (as far as I know) but for some reason they replaced the word ”
Aid is an Arcane Spell that costs 2 points from your spell slots when you cast it. You can choose a single target for The Aid, and it has the following benefits: You gain a +1 bonus to the D20 roll if you spend 3 of your spell slots to activate this childe. You regain 1d8+casting mod points per hour after using this childe. And if you use 6 of your spell slots, it lasts for 12 hours with no limitation on how many times they can be used in this period.
Aid introduces some new concepts into 5th edition that put it in the unique position of being a very versatile, highly contextualized spell.
Aid has been tweaked so that its effects can be multiplied and added to any other effect from a different school of magic. So now the spell acts as an amplifier to make your spells more powerful – and you save yourself 2 slots on your character sheet while still getting this amplification! It’s an appealing idea for players who have always wanted those status-affecting spells (like the Fly spell) to engage enemies in melee, as well.
It provides an increased to your AC, will saves, and bonus HPs.
Aid is a wizard spell that gives allies fighting alongside the caster a boost of temporary health and armor. A good way to see through the simplicity is understanding what Aid does NOT provide: the Aid spell doesn’t refill depleted hit points or grant immunity to damage in any form; it doesn’t protect against hostile effects of spells cast from other magic users which are traditionally unaffected by creature Armor Class (but such effects might be suppressed if they fail their saving throw); it won’t protect an ally from disadvantage or critical hit pain or vulnerability on the Shield Defense slot—which, as a reminder, grants immunity for three rounds after taking damage; nor can it make up for the lack of Agility/Dexterity bonuses rolled into Armor Class.
Aid is an easy spell to use, especially for new players. It can also be a quick way to provide some support in moments when the party might need it. This can happen when another character is about to run out of resources for their abilities or do something that is time-sensitive – like attack and kill someone and end the encounter! Also, Aid helps make sure you have the right d20 hand out for grappling with enemies!
Aid is a spell that can be learned at Level 1 and it offers two different benefits depending on which edition of D&D you’re playing.
In 5th Edition Dungeons & Dragons, when cast on a creature, aid will heal the target for one quarter to one half (1d4 +1) their maximum HP. Aiding yourself will do the same to your HD only, regardless of how many hit dice you have left.
Aid is an instantaneous conjuration spell with no components that heals as per a level 2 cure wounds spell (succeeding on a healing check treating any racial bonuses as equipment). The subject’s Constitution scores are considered 8 points higher than normal while this spell is in effect.
Aid is for when the cleric has already performed a full day’s worth of healing.
The appeal of Aid is that it can be used by everyone who wishes to use a purely mental action, and character’s with no spell slots or uses left in their daily allotment, can still go out into the world seeking good deeds and using their divine connection to make someone feel better—in times when they’re struggling through difficult circumstances. And this lighthearted effect of wholesome altruism is something everyone in the party can benefit from and feel good about doing! =D