School | Conjuration (healing)
Casting Time | 1 standard action
Components | V, S
Range | medium (100 ft. + 10 ft. per level)
Duration | instantaneous
Saving Throw | none
Spell Resistance | no
Description
You channel the powers of nature from the earth or sky around one target / level, each target must be within 30 ft. of the previous target, to mend any injuries they have sustained. A slight green mist surrounds the spots of injury to seal up any wounds and hasten recovery. Heals 2d6+1/level of damage and stops any bleed effects.
Flourish II
Level | Chloromancer 6
School | Conjuration (healing)
Casting Time | 1 standard action
Components | V, S
Range | medium (100 ft. + 10 ft. per level)
Duration | instantaneous
Saving Throw | none
Spell Resistance | no
Description
You channel the powers of nature from the earth or sky around one target / level, each target must be within 30 ft. of the previous target, to mend any injuries they have sustained. A slight green mist surrounds the spots of injury to seal up any wounds and hasten recovery. Heals 4d6+1/level of damage and stops any bleed effects.
Flourish III
Level | Chloromancer 7
School | Conjuration (healing)
Casting Time | 1 standard action
Components | V, S
Range | medium (100 ft. + 10 ft. per level)
Duration | instantaneous
Saving Throw | none
Spell Resistance | no
Level | Chloromancer 7
School | Conjuration (healing)
Casting Time | 1 standard action
Components | V, S
Range | medium (100 ft. + 10 ft. per level)
Duration | instantaneous
Saving Throw | none
Spell Resistance | no
Description
You channel the powers of nature from the earth or sky around one target / level, each target must be within 30 ft. of the previous target, to mend any injuries they have sustained. A slight green mist surrounds the spots of injury to seal up any wounds and hasten recovery. Heals 6d6+1/level of damage and stops any bleed effects.
Flourish IV
Level | Chloromancer 8
Level | Chloromancer 8
School | Conjuration (healing)
Casting Time | 1 standard action
Components | V, S
Range | medium (100 ft. + 10 ft. per level)
Duration | instantaneous
Saving Throw | none
Spell Resistance | no
Description
You channel the powers of nature from the earth or sky around one target / level, each target must be within 30 ft. of the previous target, to mend any injuries they have sustained. A slight green mist surrounds the spots of injury to seal up any wounds and hasten recovery. Heals 8d6+1/level of damage and stops any bleed effects.