Positive Pulse

System: Pathfinder | SRD

Level: Cleric: 4; Inquisitor: 4; Paladin: 3; Shaman: 4; Sorcerer: 4; Wizard: 4; Spiritualist: 4; Summoner: 3; Witch: 4

School: necromancy

Casting time: 1 standard action

Components: V, S

Range: close (25 ft. + 5 ft./2 levels)

Duration: instantaneous plus 1 round (see text)

Saving throw: Will negates or Will negates (harmless); see text

Spell resistance: yes

This 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, Greater

School necromancy; Level cleric 4, inquisitor 4, paladin 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 3, witch 4
Area 15-ft.-radius burst

This 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.

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