Sadrik
First Post
Cures and Inflicts
Low Magic
Cure/Inflict light wounds (1d6/level up to 5 dice- Fort save for 1/2)
Lesser Magic
Cure/Inflict serious wounds (1d6/level up to 10 dice- Fort save for 1/2)
Cure/Inflict light wounds ray (1d6/level up to 5 dice- Fort save for 1/2)
Greater Magic
Raise dead
Cure/Inflict Critical wounds (1d6/level up to 15 dice- Fort save for 1/2)
Cure/Inflict serious wounds ray (1d6/level up to 10 dice- Fort save for 1/2)
Cure/Inflict light wounds burst (1d6/level up to 5 dice- Fort save for 1/2)
High Magic
Resurrection
Heal/Harm (1d6/level up to 20 dice- Fort save for 1/2)
Cure/Inflict critical wounds ray (1d6/level up to 15 dice- Fort save for 1/2)
Cure/Inflict serious wounds burst (1d6/level up to 10 dice- Fort save for 1/2)
Epic Magic
True Resurrection
Regenerate
Cure/Inflict critical wounds burst (1d6/level up to 15 dice- Fort save for 1/2)
Heal/Harm ray (1d6/level up to 20 dice- Fort save for 1/2)
Low Magic
Cure/Inflict light wounds (1d6/level up to 5 dice- Fort save for 1/2)
Lesser Magic
Cure/Inflict serious wounds (1d6/level up to 10 dice- Fort save for 1/2)
Cure/Inflict light wounds ray (1d6/level up to 5 dice- Fort save for 1/2)
Greater Magic
Raise dead
Cure/Inflict Critical wounds (1d6/level up to 15 dice- Fort save for 1/2)
Cure/Inflict serious wounds ray (1d6/level up to 10 dice- Fort save for 1/2)
Cure/Inflict light wounds burst (1d6/level up to 5 dice- Fort save for 1/2)
High Magic
Resurrection
Heal/Harm (1d6/level up to 20 dice- Fort save for 1/2)
Cure/Inflict critical wounds ray (1d6/level up to 15 dice- Fort save for 1/2)
Cure/Inflict serious wounds burst (1d6/level up to 10 dice- Fort save for 1/2)
Epic Magic
True Resurrection
Regenerate
Cure/Inflict critical wounds burst (1d6/level up to 15 dice- Fort save for 1/2)
Heal/Harm ray (1d6/level up to 20 dice- Fort save for 1/2)