Spell: Heal
You channel vital 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 vitality 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.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital 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.
Related Spells
| Name | Level | Rarity | Traits |
|---|---|---|---|
| Stabilize | 1 | Common | |
| Vitality Lash | 1 | Common | |
| Magic Stone | 1 | Common | |
| Purifying Icicle | 1 | Uncommon | |
| Approximate | 1 | Common | |
| Detect Magic | 1 | Common | |
| Detect Metal | 1 | Common | |
| Draw Moisture | 1 | Common | |
| Glamorize | 1 | Common | |
| Glowing Trail | 1 | Uncommon | |
| Illuminate | 1 | Common | |
| Inside Ropes | 1 | Uncommon | |
| Know the Way | 1 | Common | |
| Light | 1 | Common | |
| Needle Darts | 1 | Common | |
| Prestidigitation | 1 | Common | |
| Read Aura | 1 | Common | |
| Rousing Splash | 1 | Common | |
| Sigil | 1 | Common | |
| Tremor Signs | 1 | Common |