Heal
Conjures the matter a living body needs to rebuild itself
Heal conjures the biological matter a living body needs and guides it into wounds. Skin closes, lost blood returns, bones knit, and damaged organs recover within seconds. The caster chooses which creatures in the area the spell touches.
The spell works identically for every power tradition; only its manifestation changes:
- Divine magic carries the conjured matter through water from the Partage;
- Alchemy produces it from healing reagents;
- Nature brings it forth through accelerated living growth.
Heal restores HP and repairs ordinary physical wounds. It cannot recreate a destroyed limb, resurrect the dead, or neutralize poison, disease, curses, or other independent conditions. Those require spells such as Remove Poison, Restoration, or Regenerate.
Excess healing is lost. It grants no temporary HP, Speed, damage, or other enhancement.
| Spell level | Healing per CL | Healing radius |
|---|---|---|
| 1 | 1d10 | 10 ft |
| 3 | 1d10 | 20 ft |
| 5 | 2d10 | 40 ft |
| 7 | 4d10 | 60 ft |
| 9 | 8d10 | 80 ft |
| 10 | 16d10 | 160 ft |
Against the Dead
Heal is raw positive energy, and positive energy burns what negative energy sustains (see 3). An undead caught in the radius takes as damage exactly what the spell would have healed. There is no Save; only DR subtracts from it, so an undead in good armor survives what an unarmored one does not.
A healing potion is therefore a grenade against the dead, and a Cleric of Archon holding a high-level version is the plain answer to a necromancer's horde: one casting reaches every corpse in the radius at once.
A partial undead burns like any other undead, and nothing else heals it either. Neither energy repairs that body; it recovers only through rest and regeneration magic. A Cleric who heals his own line wounds the partial undead standing in it.