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Occult Rituals


Inflict Light Wounds

Source PRPG Core Rulebook pg. 300
School necromancy; Level antipaladin 1, cleric 1, inquisitor 1, occultist 1, oracle 1, shaman 1, spiritualist 1, warpriest 1, witch 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes

Description

When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Mythic Inflict Light Wounds

Source Mythic Adventures pg. 99
The damage dealt increases to 2d8 points of damage + 2 points per caster level (maximum +10). A living target is sickened for 1 round per caster level (maximum 5 rounds) if it fails its saving throw.

Inflict Light Wounds, Mass

Source PRPG Core Rulebook pg. 300
School necromancy; Level cleric 5, inquisitor 5, occultist 5, oracle 5, shaman 5, warpriest 5, witch 6

Casting

Casting Time 1 standard action
Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; Spell Resistance yes

Description

Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.