The Sphere of Healing includes spells that cure an allies' wounds and purge them of ailments.
Focus: A staff, a wand of white oak, a religious icon, a chalice, a medicine bag.
Range: Close
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 willing living creature
You empower the target to constrict bleeding around wounds, lessening the impact of blows. For the duration of this spell, the target gains a damage reduction equal to their Strength modifier. This spell is not retroactive to damage received prior to manifesting biofeedback.
Heightened (3rd): The damage reduction increases to double the target's Strength modifier.
Range: Varies
Rote Casting: 1 Action to 3 Actions
Duration: Instantaneous
Target: Varies
Defence: basic Willpower
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Vitality Points. If the target is undead, you make a Healing spell attack check against the target's Willpower defence, and deal an amount of Radiant damage to the target equal to the amount you would have healed . The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 Action: The spell has a range of Touch
2 Actions: The spell has a range of Close. Increase the amount of Vitality Points healed by +8.
3 Actions: You disperse radiant energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened: For every level you heighten the spell by, increase the amount of Vitality Points healed by 1d8, and increase the bonus healing for the 2-action version by 8.
Range: Close
Rote Casting: 1 Action
Duration: 5 Rounds
Target: 1 willing living creature
Your words bless a creature with an enhanced connection to radiant energy. When the target regains Vitality Points from a healing spell, it regains 2 additional Vitality Points.
This only affects instantaneous healing effects, and not fast healing.Â
Heightened: For every level you heighten the spell by, increase the additional healing by 2 VP
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: A handful of dirt or mud
You magically purify some dirt or mud and turn it into a potent healing paster that can aid in clotting and healing. You can treat this plaster as a medical kit for the purposes of Medical Science checks to Administer First Aid or Treat Wounds. If the plaster isn't used within the spell's duration, or if you Cast the Spell again before using the plaster, it reverts to being normal non-magical earth.
Range: Close
Rote Casting: 1 Action
Duration: 5 Rounds
Target: 1 willing living 1 Minute creature
You temporarily bolster the target's vitality. The target gains fast healing equal to half your ranks in Healing (rounded down).
Range: Close
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 willing creature
You form a spiritual link with another creature, allowing you to take in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Vitality Points, it regains 2 Vitality Points (or the difference between its current and maximum Vitaltiy Points, if that's lower). You lose as many Vitality Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Vitality Points the target regains or decrease the Vitality Points you lose. This transfer also ignores any temporary Vitality Points you or the target have. Spirit link works even if you or the target is undead. While the duration persists, you gain no benefit from regeneration or fast healing. You can Dismiss this spell, and if you're ever at 0 Vitality Points, spirit link ends automatically.
Heightened: For every level you heighten the spell by, increase the number of Vitality Points transferred each round by +2.
Range: Touch
Rote Casting: 1 Action
Duration: Until you next take a long rest
Target: 1 corpse
The targeted corpse doesn't decay, nor can it be transformed into an undead. If the corpse is subject to a spell that requires the corpse to have died within a certain amount of time, do not count the duration of gentle repose against that time. This spell also prevents ordinary bugs and pests (such as maggots) from consuming the body.Â
Range: Touch
Rote Casting: 1 Minute
Duration: Instantaneous
Target: 1 willing creature
Restorative magic counters the effects of toxins or conditions that prevent a creature from functioning at its best. When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can't benefit from restoration more than once to reduce the stage of the same exposure to a given toxin.
Variable Spell: You can cast this spell at the following levels:
2nd: Reduce the stage of one toxin the target suffers from by one stage. This can't reduce the stage below stage 1 or cure the affliction.
3rd: As 2nd-level, but you can also reduce the value of the target's clumsy, enfeebled, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
4th: As 3rd-level, but add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target's doomed value by 1. You can't use this to reduce a permanent doomed condition.
Range: Touch
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 willing creature
You attempt to counteract a single effect imposing the blinded or deafened conditions on the target, restoring its vision or hearing. This can counteract both temporary magic and permanent consequences of magic, but it doesn't cure someone who does not have the sense due to some natural state or effect, such as from birth or from a non-magical wound or toxin.
Range: Close
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 willing creature
You forge a temporary link between the target's life essence and your own. The target takes half damage from all effects that deal Vitality Point damage, and you take the remainder of the damage. When you take damage through this link, you don't apply any resistances, weaknesses, or other abilities you have to that damage; you simply take that amount of damage.
Wound damage is not transferred through this spell.
The spell ends if the target ever moves beyond Close Range from you. If either you or the target is reduced to 0 Vitality Points, any damage from this spell is resolved and then the spell ends.
Range: Close
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 willing living creature or 1 undead creature
Defences: basic Endurance
You call forth a magical mist of positive energy that envelops a creature. The mist restores 2d8 Vitality Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed.
Against an undead target, you deal 2d8 radiant damage (basic Fortitude save); if it fails the save, it also takes 2 persistent radiant damage.
Heightened: For every 1 level you heighten the spell by, the amount of healing (or damage to an undead target) increases by 1d8, and the persistent radiant damage to an undead creature increases by 1.
Range: Self
Rote Casting: Free Action
Duration: Instantaneous
You heal yourself in one of the following ways, chosen by you when you cast the spell.
You regain 8 Vitality Points.
You attempt to cure one poison or disease afflicting you; attempt to counteract the affliction.
You then become immune to Wholeness of Body until you take a Short Rest.
Heightened: For every 1 level you heighten the spell by, if you choose to heal yourself, you heal an additional 8 Vitality Points
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute