- Casting Time
- 1 action
- Duration
- Instantaneous
- Range
- Melee · Touch
- Components
- V · S
You put a hand on a creature and run a slow tide through it. The target regains 1d8 + your spellcasting ability modifier hit points. If the target is at half its hit point maximum or lower when you cast the spell, it regains 2 additional hit points. The skin under your hand stays cold for a minute.
At Higher Levels
| Slot | Effect |
|---|---|
| 2th · 2d8 | The healing increases to 2d8. |
| 3th · 3d8 | The healing increases to 3d8. |
| 4th · 4d8 | The healing increases to 4d8. |
| 5th · 5d8 | The healing increases to 5d8. |
| 6th · 6d8 | The healing increases to 6d8. |
| 7th · 7d8 | The healing increases to 7d8. |
| 8th · 8d8 | The healing increases to 8d8. |
| 9th · 9d8 | The healing increases to 9d8. |
The tide line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Siphon (utility) you came from here
- L1 Drench (quenching)
- L1 Wash (mending)
- L3 Cleanse (cleansing)
- L3 Provision (provision)
- L4 Tide (control)
- L6 Wellspring (broad)
- L9 Millpond
- L10 Inundation
Branches from here: Cleanse
Role
- healing