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Heal

Effect

Expending 15 mana points, Heal enables the character to channel positive energy into a creature to wipe away disease and injury. It completely cures all diseases, blindness, deafness. It will cure 2d8 hit point damage. It neutralizes poisons in the subject’s system. so that no additional damage or effects are suffered. It offsets a feeblemind spell. It cures those mental disorders caused by spells or injury to the brain. Only a single application of the spell is needed to simultaneously achieve all these effects. It does not remove negative levels, restore permanently drained levels, or restore permanently drained ability scores. Heal with this amount of mana expended does nothing to undead.

 

Expending 22 mana points, In addition to the above, Heal will cure all but 1d4 hit points to the targeted living creature instead of only 2d8. When used against an undead creature, heal causes the loss of all but 1d4 hit points.

 

Expending 30 mana points, Heal becomes an area spell affecting all living allies and undead creatures in a 20ft radius centered on the caster with the above effects. Fortitude Saving Throw for half damage for undead.

 

Expending 46 mana points, Increases the area radius to 25’ + 5’/2 mana tree ranks (IE. a caster with 10 ranks in their mana tree will have an area radius of 50’) and the center of this area is anywhere the caster can see within 25’ rather than being centered on the caster as before.

Related School
Conjuration
Effect Duration
Instantaneous
Effect Casting Time
1 action
Range
Touch
Level
15, 22, 30 or 46 Mana

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