Conjuration (Healing)
Level: Drd 3, Clr 3, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart; 10 ft. radius burst
Duration: 1 min./level
Saving Throw: Will negates (harmless); see text
Spell Resistance: No

Prominence causes a large influx of positive energy to course through the target, causing them to become as full of vitality as they possibly could be. This maximizes all of the target’s Hit Dice for the duration of the spell. They also receive HP to keep them at the same fraction of HP they had before the casting of the spell. If the subject had temporary hit points from some source prior to the casting of this spell, they continue to function as temporary hit points. Benefits from high Con modifiers continue to apply after casting.

If the subject has more hit points when the effect is ended or lost than they normally would, they are reduced to their normal maximum. The “extra” hit points are not retained as temporary hit points. However, if the subject acquired temporary hit points during the duration of the spell, the temporary hit points continue to apply after the effect is ended or lost.

If used on undead, the spell functions as a 10 ft. radius burst. Undead must first pass a Reflex save or take 2 points of damage per hit die. If they fail, they must then make a Will save or be turned. Living creatures in the spell affect are not affected when prominence is used in this way. Constructs must pass a Reflex save or take 3 points of damage per hit die and become dazed.


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