Shadow Wounds (Apath)

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Unofficial rules compendium

Shadow Wounds

Illusion (shadow)
Level: bard 1, magus 2, medium 2, mesmerist 1, psychic 2, sorcerer/wizard 2
Components: V, S
Cast Time: 1 standard action
Range: touch
Target: one living creature
Duration: 1 minute/level
Saving Throw: Will negates
SR: yes
Publisher: Trailseeker magazine.

You inflict 2d8 + level (maximum +10) hit points of nonlethal damage or grant that much illusory healing that fades when the spell ends. Creatures that are neither alive or dead are not affected by shadow wounds. Illusory healing is temporary hit points that stack with other illusory healing but cannot exceed the damage the creature has currently taken. They do not stack with normal temporary hit points.

Spectral Wounds

Illusion (shadow)
Level: bard 3, magus 4, medium 4, mesmerist 3, psychic 4, sorcerer/wizard 4

As shadow wounds, except the spell heals or inflicts 4d8 + level (maximum +20) illusory damage.

Shadow Heal/Harm

Illusion (shadow)
Level: bard 6, magus 6, mesmerist 5, psychic 6, sorcerer/wizard 6

As shadow wounds, except that you heal or inflict 10 hit points of illusory healing per level (maximum of 150 hp at level 15). Shadow heal/harm cannot render a creature unconscious; it cannot inflict more nonlethal damage than one point short of the target's current hit points. While a shadow heal/harm used for illusory healing is in effect, any ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned effects on the target are suppressed, but the effect resumes once shadow heal/harm ends unless they would normally have run out in the meantime.

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