Name | ||
---|---|---|
School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Blood of the Martyr | ||
Book of Exalted Deeds | ||
APeace 4, Arc 4, ChamGwyn 4, Clr 4, Pal 4 | ||
General | ||
Take Damage and Heal another at least 20 HP. |
||
Close Wounds | ||
SPC | ||
Arc 2, Clr 2, Hlr 2 | ||
General | ||
Cure 1d4 +1/level (max +5) damage, even on another's turn (immediate). |
||
Conduit Of Life | ||
CC | ||
Clr 2, Pal 2 | ||
General | ||
Heal* 2dl0+1/caster level (max. 10) points of damage to yourself while channeling positive energy. |
||
Cure Critical Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 4, APeace 4, Arc 4, Blk 4, Brd 4, BVal 4, Clr 4, Drd 5, EmBarachiel 4, Healing 4, Hlr 4, HotD 4, Shu 4 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 4d8 damage +1/level (max +20). |
||
When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). 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. |
||
Mass Cure Critical Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text | APeace 8, Arc 8, Clr 8, Drd 9, Healing 8, Hlr 7 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Cures 4d8 damage +1/level for many creatures. |
||
You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) in 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. |
||
Cure Light Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 1, APeace 1, Arc 1, Blk 1, Brd 1, BVal 1, ChamGwyn 1, Clr 1, Drd 1, EmBarachiel 1, Healing 1, Hlr 1, HotD 1, Pal 1, Rgr 2, Shu 1 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 1d8 damage +1/level (max +5). |
||
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. |
||
Mass Cure Light Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text | APeace 5, Arc 5, Brd 5, Clr 5, Drd 6, Healing 5, Hlr 4, Shu 5 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Cures 1d8 damage +1/level for many creatures. |
||
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in 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. |
||
Cure Minor Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half(harmless); see text - Yes (harmless); see text | Adp 0, APeace 0, Arc 0, Clr 0, Drd 0, Hlr 0, Shu 0 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 1 point of damage. |
||
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage. 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. |
||
Cure Moderate Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 2, APeace 2, Arc 2, Blk 2, Brd 2, BVal 2, ChamGwyn 3, Clr 2, Drd 3, EmBarachiel 2, Healing 2, Hlr 2, HotD 2, Pal 3, Rgr 3, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 2d8 damage +1/level (max +10). |
||
When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). 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. |
||
Mass Cure Moderate Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text | APeace 6, Arc 6, Brd 6, Clr 6, Drd 7, Hlr 5 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Cures 2d8 damage +1/level for many creatures. |
||
You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) in 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. |
||
Cure Serious Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless); see text - Yes (harmless); see text | Adp 3, APeace 3, Arc 3, Blk 3, Brd 3, BVal 3, ChamGwyn 4, Clr 3, Drd 4, EmBarachiel 3, Healing 3, Hlr 3, HotD 3, Pal 4, Rgr 4, Shu 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 3d8 damage +1/level (max +15). |
||
When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). 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. |
||
Mass Cure Serious Wounds | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will half (harmless) or Will half; see text - Yes (harmless) or Yes; see text | APeace 7, Arc 7, Clr 7, Drd 8, Hlr 6 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Cures 3d8 damage +1/level for many creatures. |
||
You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +35) in 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. |
||
Darts Of Life | ||
CC | ||
Clr 5 | ||
General | ||
Create ten projectiles that you can launch at allies to cure ld8 points of damage each. |
||
Delay Disease | ||
SPC | ||
Arc 1, Clr 1, Drd 1 | ||
24 hours | ||
Postpones effects of a disease. |
||
Delay Poison | ||
Conjuration (Healing) | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | Adp 2, APeace 2, Arc 2, Brd 2, BVal 1, ChamGwyn 2, Clr 2, Drd 2, Feast 2, Hlr 2, Pal 2, Rgr 1, Shu 2 | V, S, DF |
1 hour/level | Touch | 6 hours |
Target: Creature touched | ||
Stops poison from harming subject for 1 hour/ level. |
||
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell's duration does not affect the subject until the spell's duration has expired. Delay poison does not cure any damage that poison may have already done. |
||
Detoxify | ||
Ebberon | ||
Feast 8 | ||
General | ||
Neutralize poison in 30-ft. radius. |
||
Ease Pain | ||
Book of Exalted Deeds | ||
APeace 2, Arc 2, BVal 2, Clr 2 | ||
General | ||
Removes lingering effects of pain. |
||
Energetic Healing | ||
Book of Exalted Deeds | ||
APeace 5, Arc 5, Clr 5, Drd 5 | ||
1 hour | ||
Target is immune to one energy type and gains 10% of the energy damage as healing. |
||
Estanna's Stew (F) | ||
Book of Exalted Deeds | ||
Arc 2, Clr 2, Drd 2, Pal 2 | ||
General | ||
Conjures stew that heals 1d6+1 per serving. |
||
Faith Healing | ||
SPC | ||
Arc 1, Blk 1, Clr 1, Pal 1 | ||
General | ||
Cures 8 +1/level damage (max +5) to worshiper of your patron. |
||
Fortunate Fate | ||
SPC | ||
Arc 7, Clr 7, SaveLife 8 | ||
1 hour | ||
Heal | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Adp 5, APeace 6, Arc 6, Clr 6, Drd 7, Healing 6, Hlr 6, Shu 6 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures 10 points/level of damage, all diseases and mental conditions. |
||
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, sickened, stunned, and poisoned. 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, restore permanently drained levels, or restore permanently drained ability score points. If used against an undead creature, heal instead acts like harm. |
||
Heal Animal Companion | ||
SPC | ||
Arc 3, Drd 5, Rgr 3 | ||
General | ||
Restores health and damage to an animal companion. |
||
Heal Mount | ||
Conjuration (Healing) | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | Arc 3, Pal 3 | V, S |
Instant | Touch | General |
Target: Your mount touched | ||
As heal on warhorse or other special mount. |
||
This spell functions like heal, but it affects only the paladin's special mount (typically a warhorse). |
||
Mass Heal | ||
Conjuration (Healing) [Positive] | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 9, Arc 9, Clr 9, Community 9, Healing 9, Hlr 8, Life 9, Shu 8 | V, S |
Instant | Close | General |
Targets: One or more creatures, no two of which can be more than 30 ft. apart | ||
As heal, but with several subjects. |
||
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250. |
||
Healing Surf (M) | ||
Far Corners of the World | ||
Arc 4, Clr 4 | ||
General | ||
Heals 5 points/level (max 50) and removes all trace of disease, ability damage, exhaustion, fatigue, nausea, and sickened. Targets gain +4 sacred bonus against these effects that cause those conditions. |
||
Healthful Rest | ||
SPC | ||
Arc 1, Brd 1, Clr 1, Drd 1 | ||
General | ||
Subjects heal at twice the normal rate. |
||
Healthful Slumber | ||
Song and Silence | ||
Brd 3 | ||
12 hours | ||
Doubles natural healing rate. |
||
Hoard Life | ||
RotDrg | ||
Sor 4 | ||
General | ||
Store some of your life force for later healing. |
||
Hydrate | ||
Sandstorm | ||
Arc 2, Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2 | ||
General | ||
Heals dessication damage. Heals 2d8 + 1/level (max +10) damage. |
||
Insignia of Healing | ||
RoD | ||
Arc 3, Brd 3, Clr 3 | ||
General | ||
Bearers of special insignia healed of 1d8 damage +1 point/level (max. +10). |
||
Monstrous Regeneration | ||
Magic of Faerun | ||
Arc 5, Clr 5, Drd 5 | ||
General | ||
Grants the regeneration ability for 1 round/2 levels. |
||
Neutralize Poison | ||
Conjuration (Healing) | 1 standard action | SRD |
Will negates (harmless, object) - Yes (harmless, object) | Adp 3, APeace 4, Arc 4, Brd 4, BVal 3, ChamGwyn 4, Clr 4, Drd 3, Feast 4, Hlr 3, Pal 4, Rgr 3, Shu 4 | V, S, M/DF |
10 min./level | Touch | 1 hour |
Target: Creature or object of up to 1 cu. ft./level touched | ||
Immunizes subject against poison, detoxifies venom in or on subject. |
||
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don't go away on their own. The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren't postponed until after the duration the creature need not make any saves against poison effects applied to it during the length of the spell. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster's option. |
||
Positive Energy Aura | ||
Planar Handbook | ||
Arc 4, Clr 4 | ||
General | ||
10-ft. radius surrounding you heals 2 points of damage/round. |
||
Raise Dead (M) | ||
Conjuration (Healing) [Ectomancy] | 1 minute | SRD |
None; see text - Yes (harmless) | Adp 5, APeace 5, Arc 5, Clr 5, Hlr 5, SaveLife 5 | V, S, M, DF |
Instant | Touch | General |
Target: Dead creature touched | ||
Materials: Diamonds worth a total of least 5,000 gp. | ||
Restores life to subject who died as long as one day/level ago. |
||
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age. |
||
Rapid Raise Dead (M) | ||
Conjuration (Healing) [Ectomancy] | 1 standard action | Drew |
None; see text - No | Arc 4, Clr 4, Hlr 4 | V, S, M, DF |
Instant | Touch | General |
Target: Dead creature touched | ||
Materials: Diamond dust worth a total of least 5,000 gp. | ||
Restores a person to life who died within the last round and damages caster. |
||
You restore life to a deceased creature. You can raise a creature that has been dead for no longer one full round. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. The caster takes 1d4 non-lethal damage per hit die of the target (before the target loses the level from being raised.)
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its maximum Hit Points. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.
|
||
Rapid Resurrection (M) | ||
Conjuration (Healing) [Ectomancy] | 1 standard action | Drew |
None; see text - No | Arc 6, Clr 6, Hlr 6, SaveLife 6, Shu 6 | V, S, M, DF |
Instant | Touch | General |
Target: Dead creature touched. | ||
Materials: Diamond dust worth a total of least 10,000 gp. | ||
Restores a person to life who died within the last 2 rounds and damages caster. |
||
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 2 full rounds. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. The caster takes 1d6 non-lethal damage per Hit Die of the target (before the target loses the level from being raised.)
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.
The condition of the remains is not a factor. So long as some small portion of the creatures body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creatures body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.)
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.
|
||
Reanimation | ||
Complete Arcane | ||
Wuj 7 | ||
12 hours | ||
Kinda-sorta bring a creature back to life, only has 1 hp, slurred speach, and only one move action per round. |
||
Refreshment | ||
Book of Exalted Deeds | ||
APeace 3, Arc 3, Brd 3, Clr 3, EmBarachiel 3, Endurance 3, SaveLife 3, Vassal of Bahamut 3 | ||
General | ||
Cures creatures of all nonlethal damage. |
||
Regenerate | ||
Conjuration (Healing) | 3 full rounds | SRD |
Fortitude negates (harmless) - Yes (harmless) | APeace 7, Arc 7, Clr 7, Competition 7, Drd 9, Healing 7, Hlr 6, Life 7, Shu 8 | V, S, DF |
Instant | Touch | General |
Target: Living creature touched | ||
Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35). |
||
The subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead). |
||
Rejuvenation Cocoon | ||
Complete Divine | ||
Arc 5, Drd 5 | ||
General | ||
Energy cocoon shields creature, then heals it. |
||
Remove Addiction | ||
Book of Exalted Deeds | ||
Arc 2, BVal 2, Clr 2, Drd 2 | ||
General | ||
Cures target of drug addictions. |
||
Remove Blindness/Deafness | ||
Conjuration (Healing) | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | APeace 3, Arc 3, ChamGwyn 3, Clr 3, Hlr 2, Pal 3, Shu 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures normal or magical conditions. |
||
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged. Remove blindness/deafness counters and dispels blindness/deafness. |
||
Remove Disease | ||
Conjuration (Healing) | 1 standard action | SRD |
Fortitude negates (harmless) - Yes (harmless) | Adp 3, APeace 3, Arc 3, BVal 3, Clr 3, Drd 3, Hlr 2, Renewal 3, Rgr 3, Shu 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Cures all diseases affecting subject. |
||
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. Note: Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date. |
||
Remove Nausea | ||
Book of Exalted Deeds | ||
APeace 3, Arc 3, Clr 3 | ||
General | ||
Cure a nauseated or sickened character. |
||
Remove Paralysis | ||
Conjuration (Healing) | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, ChamGwyn 2, Clr 2, Hlr 1, HotD 2, Pal 2, Shu 2 | V, S |
Instant | Close | General |
Targets: Up to four creatures, no two of which can be more than 30 ft. apart | ||
Frees one or more creatures from paralysis or slow effect. |
||
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain. |
||
Renewal Pact (XP) | ||
Complete Divine | ||
Arc 7, Clr 7, Pact 7 | ||
General | ||
Creature is automatically healed if adverse condition affects it. |
||
Restoration (M) | ||
Conjuration (Healing) | 3 rounds | SRD |
Will negates (harmless) - Yes (harmless) | Adp 4, APeace 4, Arc 4, BVal 4, ChamGwyn 4, Clr 4, Hlr 3, HotD 4, Pal 4, Shu 4 | V, S, M |
Instant | Touch | General |
Target: Creature Touched | ||
Materials: Diamond dust worth 100 gp that is sprinkled over the target. | ||
Restores level and ability score drains. |
||
This spell dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death. |
||
Greater Restoration (XP) | ||
Conjuration (Healing) | 10 minutes | SRD |
Will negates (harmless) - Yes (harmless) | APeace 7, Arc 7, Clr 7, Hlr 6, Renewal 7, Shu 7 | V, S, XP |
Instant | Touch | General |
Target: Creature touched | ||
XP Cost: 500 XP | ||
As restoration, plus restores all levels and ability scores. |
||
This spell functions like restoration, lesser, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level. Greater restoration also dispels all magical effects penalizing the creatures abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death. |
||
Lesser Restoration | ||
Conjuration (Healing) | 3 rounds | SRD |
Will negates (harmless) - Yes (harmless) | APeace 2, Arc 2, BVal 2, ChamGwyn 1, Clr 2, Drd 2, Hlr 2, HotD 2, Life 2, Pal 1, Renewal 2, SaveLife 2, Shu 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Dispels magical ability penalty or repairs 1d4 ability damage. |
||
Lesser restoration dispels any magical effects reducing one of the subjects ability scores or cures 1d4 points of temporary ability damage to one of the subjects ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain. |
||
Mass Restoration (M) | ||
Libris | ||
Arc 8, Clr 8 | ||
General | ||
As restoration, but multiple targets. |
||
Resurrection (M) | ||
Conjuration (Healing) [Ectomancy] | 10 minutes | SRD |
None; see text - Yes (harmless) | APeace 7, Arc 7, Clr 7, Hlr 7, SaveLife 7, Shu 7 | V, S, M, DF |
Instant | Touch | General |
Target: Dead creature touched | ||
Materials: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp. | ||
Fully restore dead subject. |
||
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. The condition of the remains is not a factor. So long as some small portion of the creatures body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creatures body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected. |
||
Revenance | ||
Complete Divine | ||
Arc 4, Blk 4, Clr 4, Pal 4 | ||
General | ||
Slain ally is restored to life for 1 minute/level. |
||
Revive Outsider (M) | ||
MotP | ||
Arc 6, Clr 6 | ||
General | ||
As raise dead, except only for Outsiders whose HD do not exceed your level and up to any length of time. |
||
Revivify (M) | ||
Miniatures | ||
Arc 5, Clr 5, Hlr 5, SaveLife 4 | ||
General | ||
Restore recently dead to life with no level loss. |
||
Seek Eternal Rest | ||
Magic of Faerun | ||
Arc 4, Pal 4 | ||
1 hour | ||
Turn undead as a paladin two levels higher. |
||
Shared Healing | ||
MoE | ||
Arc 2, Clr 2 | ||
General | ||
Subject creature can cure up to twice your caster level of its own hit points. |
||
Stabilize | ||
SPC | ||
Arc 2, Clr 2, Pal 2 | ||
General | ||
Cures 1 point of damage to all creatures in area. |
||
Styptic | ||
Spellbook Archive | ||
Arc 0, Clr 0 | ||
General | ||
Stop bleading, and stabilize a creature. |
||
Touch Of Jorasco | ||
RE | ||
Arc 1, Clr 1 | ||
General | ||
Touch heals up to 2 hp/level divided among multiple targets. |
||
Lesser Tree Healing | ||
Magic Books of Faerun | ||
Arc 4, Clr 4, Drd 3 | ||
6 hours | ||
Meld with a tree and heal 5 hp/hour. |
||
True Resurrection (M) | ||
Conjuration (Healing) [Ectomancy] | 10 minutes | SRD |
None; see text - Yes (harmless) | APeace 9, Arc 9, Clr 9, Hlr 9, SaveLife 9, Shu 9 | V, S, M, DF |
Instant | Touch | General |
Target: Dead creature | ||
Materials: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp. | ||
As resurrection, plus remains aren't needed. |
||
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than 10 years per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceaseds time and place of birth or death is the most common method). You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures. Even true resurrection can't restore to life a creature who has died of old age. |
||
Vigor | ||
Complete Divine | ||
Arc 3, Clr 3, Drd 3 | ||
General | ||
As vigor, lesser, but grants fast healing 2. |
||
Greater Vigor | ||
Complete Divine | ||
Arc 5, Clr 5, Drd 5 | ||
General | ||
As vigor, lesser, but grants fast healing 4 instead. |
||
Lesser Vigor | ||
Complete Divine | ||
Arc 1, Clr 1, Drd 1, SaveLife 1 | ||
General | ||
Creature heals 1 hp/round (max 15 rounds). |
||
Mass Lesser Vigor | ||
Complete Divine | ||
Arc 3, Clr 3, Drd 3 | ||
General | ||
Subjects gain fast healing 1. |
||
Vigorous Circle | ||
Complete Divine | ||
Arc 6, Clr 6, Drd 6 | ||
General | ||
As vigor, mass lesser, but grants fast healing 3. |
||
Warding Gems (M) | ||
Book of Exalted Deeds | ||
Arc 5, Clr 5 | ||
General | ||
Creates gems that store healing energy, encircle the target, and release their healing power on command. |