Blood Aid

Due to the problem of obtaining the Living Blood component, generally only the strongest version of Blood Aid available to the caster is cast.

Blood Aid (Sub-Minor)
School necromancy (blood); Level witch 1;

Casting Time 1 standard action; Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw None (harmless); see text; Spell Resistance No (harmless);

DESCRIPTION
(Replaces Cure Light Wounds)

When laying your hand upon a living creature, you channel blood energy that cures 1d10 points of damage +1 point per caster level (maximum +5). This healing is halved if the Living Blood component used is not of the same race as the target.

Blood Aid (Minor)
School necromancy (blood); Level witch 2;

Casting Time 1 standard action; Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw None (harmless); see text; Spell Resistance No (harmless);

DESCRIPTION

(Replaces Cure Moderate Wounds)

When laying your hand upon a living creature, you channel blood energy that cures 2d10 points of damage + 1 point per caster level (maximum +10). This healing is halved if the Living Blood component used is not of the same race as the target.

Blood Aid (Major)
School necromancy (blood); Level witch 4;

Casting Time 1 standard action; Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw None (harmless); see text; Spell Resistance No (harmless);

DESCRIPTION

(Replaces Cure Severe Wounds)

When laying your hand upon a living creature, you channel blood energy that cures 3d10 points of damage + 1 point per caster level (maximum +15). This healing is halved if the Living Blood component used is not of the same race as the target.

Blood Aid (Super-Major)
School necromancy (blood); Level witch 5;

Casting Time 1 standard action; Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw None (harmless); see text; Spell Resistance No (harmless);

DESCRIPTION

(Replaces Cure Critical Wounds)

When laying your hand upon a living creature, you channel blood energy that cures 4d10 points of damage + 1 point per caster level (maximum +20). This healing is halved if the Living Blood component used is not of the same race as the target.