Cure Critical Wounds: Difference between revisions

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Revision as of 20:38, 8 August 2017

Cure Critical Wounds

Transmutation
Circle: Shaman 4
Casting Time: 1 standard action
Range: [Close]
Target: Creature within [Close] range
Duration: Instantaneous
Saving Throw: None

You heal the target creature 4d4 HP, plus 5 HP per level, and remove up to two of the following conditions currently affecting the creature: [Battered], [Bleeding], [Blinded], [Burning], [Confused], [Dazed], [Dazzled], [Deafened], [Exhausted], [Fatigued], [Frightened], [Nauseated], [Paralyzed], [Shaken], [Sickened], [Slowed], or [Stunned]. If this spell targets a creature that is normally damaged by [Positive] effects, it functions as inflict critical wounds instead, except it is not a [Negative] effect.

Reversal - Inflict Critical Wounds

Transmutation [Negative]
Saving Throw: Will half; see text

You deal 4d6 damage, plus 5 damage per level you possess, to the target. A successful Will save halves the damage. If this spell targets a creature that is healed by [Negative] effects, it functions as cure critical wounds instead, except it is not a [Positive] effect.