Life Current

School conjuration (healing) [water]; Level cleric/oracle 3, druid 3, hunter 3, oracle 3, paladin 3, ranger 3, shaman 3, warpriest 3


Casting Time 1 standard action
Components V, S, DF


Range medium (100 ft. + 10 ft./level)
Area current or portion of current
Duration 1 round
Saving Throw Will half; Spell Resistance yes


You infuse the current with positive energy. At the start of their turn when the current moves them, living creatures in the current’s area heal 1d6 hit points per 10 feet of the current’s speed (maximum 6d6). Undead creatures in the current instead take an equal amount of damage.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Aquatic Adventures © 2017, Paizo Inc.; Authors: Amber E. Scott and Mark Seifter.

scroll to top