Positive PulseSource Planar Adventures pg. 43 School necromancy; Level arcanist 1, cleric 1, inquisitor 1, oracle 1, paladin 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1, wizard 1CastingCasting Time 1 standard action Components V, SEffectRange close (25 ft. + 5 ft./2 levels) Area 5-ft.-radius burst Duration instantaneous plus 1 round (see text) Saving Throw Will negates or Will negates (harmless); see text; Spell Resistance yesDescriptionThis spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage.
This spell does not heal creatures healed by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round. Positive Pulse, GreaterSource Planar Adventures pg. 43 School necromancy; Level arcanist 4, cleric 4, inquisitor 4, oracle 4, paladin 4, shaman 4, sorcerer 4, spiritualist 4, summoner 4, summoner (unchained) 4, warpriest 4, witch 4, wizard 4CastingCasting Time 1 standard action Components V, SEffectRange close (25 ft. + 5 ft./2 levels) Area 15-ft.-radius burst Duration instantaneous plus 1 round (see text) Saving Throw Will negates or Will negates (harmless); see text; Spell Resistance yesDescriptionThis spell functions like positive pulse, except that the damage dealt increases to 3d6 plus your caster level, and the bonus on saving throws increases to +8.
|
|