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Inflict Light WoundsSource 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 1CastingCasting Time 1 standard action Components V, SEffectRange touch Target creature touched Duration instantaneous Saving Throw Will half; Spell Resistance yesDescriptionWhen 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 WoundsSource 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, MassSource PRPG Core Rulebook pg. 300 School necromancy; Level cleric 5, inquisitor 5, occultist 5, oracle 5, shaman 5, warpriest 5, witch 6CastingCasting Time 1 standard action Components V, SEffectRange 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 yesDescriptionNegative 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.
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