If you missed the blurb on how multi-variable spell function, please check out the first post in this series.
Cure Light Wounds
School conjuration (healing); Level bard
1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 2
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
When laying your hand
upon a living creature, you channel positive energy that cures 1d8 points of
damage + 1 point per caster level (maximum +5). Since undead are powered by
negative energy, this spell deals damage to them instead of curing their
wounds. An undead creature can apply spell resistance, and can attempt
a Will save to take half damage.
Diminished
Effect:
The spell stabilizes a living creature that has –1 or fewer hit points.
Heightened
Effect:
The spell cures 2d8 points of damage + 1 point per caster level (maximum +10).
Cure Critical Wounds
School conjuration (healing); Level bard
4, cleric 4, druid 4, inquisitor 4
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
This spell functions
like cure light wounds, except that it cures 4d8 points of damage +
1 point per caster level (maximum +20).
Diminished
Effect:
The spell cures 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened
Effect:
The spell cures 5d8 points of damage + 1 point per caster level (maximum +25).
Inflict Light Wounds
School necromancy; Level
antipaladin 1, cleric 1, inquisitor 1
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see
text; Spell Resistance yes
When laying your hand
upon a creature, you channel negative energy that deals 1d8 points of damage +
1 point per caster level (maximum +5). Since undead are powered by negative
energy, this spell cures such a creature of a like amount of damage, rather
than harming it.
Diminished
Effect:
The spell causes a stabilized living creature that has –1 or fewer hit points
to begin dying, taking 1 point of damage per round.
Heightened
Effect:
The spell deals 2d8 points of damage + 1 point per caster level (maximum +10).
Inflict Critical Wounds
School necromancy; Level cleric 4,
inquisitor 4
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
This spell functions
like inflict light wounds, except that it deals 4d8 points of
damage + 1 point per caster level (maximum +20).
Diminished
Effect:
The spell deals 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened
Effect:
The spell deals 5d8 points of damage + 1 point per caster level (maximum +25).
Cure Light Wounds,
Mass
School conjuration (healing); Level bard
5, cleric 5, druid 6, inquisitor 5
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
You channel positive
energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on
each selected creature. Like other cure spells, mass
cure light wounds deals damage to undead in its area rather than
curing them. Each affected undead may attempt a Will save for half
damage.
Diminished
Effect:
The spell stabilizes each selected living creature that has –1 or fewer hit
points.
Heightened
Effect:
The spell cures 2d8 points of damage + 1 point per caster level (maximum +30).
Cure Critical Wounds,
Mass
School conjuration (healing); Level cleric
8, druid 9
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half
(harmless); see text; Spell Resistance yes (harmless); see
text
This spell functions
like mass cure light wounds, except that it cures 4d8 points of damage
+ 1 point per caster level (maximum +40).
Diminished
Effect:
The spell cures 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened
Effect:
The spell cures 5d8 points of damage + 1 point per caster level (maximum +45).
Inflict Light Wounds,
Mass
School necromancy; Level cleric 5,
inquisitor 5
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; see
text; Spell Resistance yes
You channel negative
energy to deal 1d8 points of damage + 1 point per caster level (maximum +25) on
each selected creature. Like other inflict spells, mass
inflict light wounds cures damage to undead in its area rather than harming
them.
Diminished
Effect:
The spell causes each selected stabilized living creature that has –1 or fewer
hit points to begin dying, taking 1 point of damage per round.
Heightened
Effect:
The spell deals 2d8 points of damage + 1 point per caster level (maximum +30).
Inflict Critical Wounds,
Mass
School necromancy; Level cleric 8
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can
be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; see
text; Spell Resistance yes
This spell functions
like mass inflict light wounds, except that it deals 4d8 points of
damage + 1 point per caster level (maximum +40).
Diminished
Effect:
The spell deals 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened
Effect:
The spell deals 5d8 points of damage + 1 point per caster level (maximum +45).
Heal
School conjuration (healing); Level cleric
6, druid 7, inquisitor 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
Heal enables you to
channel positive energy into a creature to wipe away injury and afflictions. It
immediately ends any and all of the following adverse conditions affecting the
target: ability damage, blinded, confused, dazed, dazzled, deafened,
diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned,
sickened, and stunned. It also cures 10 hit points of damage per level of
the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative
levels or restore permanently drained ability score points.
If used against an
undead creature, heal instead acts like harm.
Diminished
Effect:
The spell’s range becomes personal, only cures 4d8 points of damage + 1 point
per caster level (maximum +25), and only removes the following conditions affecting
you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted,
fatigued, nauseated, poisoned, and sickened. In addition, the spell functions as break
enchantment upon a single additional effect of your choice that is
affecting you and that can be legally affected by this effect.
Heightened
Effect:
The spell also restores all points permanently drained from a single ability
score (your choice if more than one is drained).
Heal, Mass
School conjuration (healing); Level cleric
9
Casting Time 1 standard
action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one or more creatures, no two of
which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates
(harmless); Spell Resistance yes (harmless)
This spell functions
like heal, except as noted above. The maximum number of hit
points restored to each creature is 250.
Diminished
Effect:
The spell only cures 150 points of damage, and only removes the following
conditions affecting the targets: ability damage, blinded, confused, dazzled,
deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.
Harm
School necromancy; Level cleric
6, inquisitor 6
Casting Time 1 standard
action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see
text; Spell Resistance yes
Harm charges a subject
with negative energy that deals 10 points of damage per caster level (to a
maximum of 150 points at 15th level). If the creature successfully saves, harm deals
half this amount. Harm cannot reduce the target's hit points
to less than 1.
If used on an undead
creature, harm acts like heal.
Diminished
Effect:
The spell’s range becomes personal and only effects creatures healed by
negative energy. It only cures 4d8 points of damage + 1 point per caster level
(maximum +25), and only removes the following conditions affecting you: ability
damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued,
nauseated, poisoned, and sickened. In addition, the spell functions
as break enchantment upon a single additional effect of your choice
that is affecting you and that can be legally affected by this effect.
Heightened
Effect: In addition, the
spell functions as major curse um.
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