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HealSpell 1


NecromancyHealingPositive
Source Pathfinder Core Rulebook
Traditions Divine, Primal
Cast One Action to Three Actions
Area varies
Range varies
Target 1 willing living creature or 1 undead
Saving Throw basic Fortitude

You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

One Action (somatic) The spell has a range of touch.

Two Actions (verbal, somatic) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8

Three Actions (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.


Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.