Heal [one-action] to [three-actions] Spell 1
Healing Manipulate Vitality Source Player Core pg. 335Range varies;
Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the
undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (
concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
[three-actions] (
concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Ill Omen [two-actions] Spell 1
Concentrate Curse Manipulate Misfortune Source Player Core pg. 336Range 30 feet;
Targets 1 creature
Defense Will;
Duration 1 round
The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.
Success The target is unaffected.
Failure The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Critical Failure Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Protection [two-actions] Spell 1
Concentrate Manipulate Source Player Core pg. 351Range touch;
Targets 1 willing creature
Duration 1 minute
You ward a creature against harm. The target gains a +1 status bonus to Armor Class and saving throws.
Heightened (3rd) You can choose to have the benefits also affect all your allies in a 10-foot emanation around the target.
Concentrate Healing Manipulate Spirit Source Player Core pg. 358Range 30 feet;
Targets 1 willing creature
Duration 10 minutes
You form a spiritual link with another creature, taking in its pain. When you Cast this Spell and at the start of each of your turns, if the target is below maximum Hit Points, it regains 2 Hit Points (or the difference between its current and maximum Hit Points, if that's lower). You lose as many Hit Points as the target regained.
This is a spiritual transfer, so no effects apply that would increase the Hit Points the target regains or decrease the Hit Points you lose. This transfer also ignores any temporary Hit Points you or the target have. Since this effect doesn't involve vitality or void energy,
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 Hit Points,
spirit link ends automatically.
Heightened (+1) The number of Hit Points transferred each time increases by 2.