Healing Wind
Healing, Light, Necromancy, Enchantment
Effect
You concentrate and call upon the powers of life and light, and a cool breeze forms around you in a 20 ft sphere, healing you and allies within the area for 2d6 hit points each round at the start of your turn.
Side/Secondary Effects
Heightened (+1): The healing increases by 1d6.
Related Discipline
Divine, Primal
Related School
Light, Wind, Water
Effect Duration
Sustained up to 1 minute
Effect Casting Time
[2] Somatic, Verbal
Range
Personal; Area: 20 foot sphere
Level
Spell 3
Comments