Gets double your Wisdom score in bonus to spell progression (i.e. if your Wisdom is 26, you read on the Wis=52 line).
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All Healing sphere spells cost ˝ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast. Non-Healing spells of SL>9 cost an additional CL-9 spells beyond this amount (e.g. a 14th level Combat spell would cost 2+14-9 = 7 spell slots).
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Level 1: All range "Touch" healing spells become "Sight". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
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Level 4: You may pick another sphere to cost only 1 spell each to cast.
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Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
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Level 9: All healing spells are doubled in effect.
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Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
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Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
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Level 18: Automatically roll maximum on all variable healing spells.
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Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.
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