Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
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). |
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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. |
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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. |
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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. |
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Death Ward | ||
Necromancy [Ectomancy] | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Blg 4, ChamGwyn 4, Clr 4, Death 4, Drd 5, Hlr 4, HotD 4, Life 4, Pal 4, Repose 4, Shu 4, Slayer of Domiel 4, Undeath 4 | V, S, DF |
1 min./level | Touch | 5 minutes |
Target: Living creature touched | ||
Grants immunity to death spells and negative energy effects. |
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The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects. This spell doesn't remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level. Death ward does not protect against other sorts of attacks even if those attacks might be lethal. |
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Freedom of Movement | ||
Abjuration | 1 standard action | SRD |
Will negates (harmless) - Yes (harmless) | APeace 4, Arc 4, Asn 4, Beguiler 4, Blk 4, Brd 4, BVal 4, ChamGwyn 4, Clr 4, Drd 4, Halfling 4, Hlr 4, Hoard 4, HotD 4, Liberation 4, Luck 4, Ocean 4, Rgr 4, Slayer of Domiel 4, Time 4 | V, S, M, DF |
10 min./level | Personal or touch | 1 hour |
Target: You or creature touched | ||
Subject moves normally despite impediments. |
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This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. |
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Panacea | ||
Miniatures | ||
Arc 4, Clr 4, Drd 5, Hlr 4 | ||
General | ||
Removes most afflictions. |
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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. |
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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.
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