Formula List1st Level
Surging Spirit
Prism Splinter: Major—Your vital ray splits into extra beams.
Restore Stamina: Minor—Your vital ray heals an extra 1d6 damage +1/shaper level.
Surge of Life: Minor—Ally gains 2 temporary hit points per shaper level.
2nd Level
Surging Spirit
Seal Wounds: Minor—Restore some hit points to nearby ally, prevent death.
Shining Barrier: Major—Cloak ally in a wall that absorbs attacks.
Spirit Flame: Minor—Your vital ray weakens undead and bolsters the living.
3rd Level
Surging Spirit
Affliction Annulment: Minor – Vital ray cures poison, disease, fatigue, nausea.
Lingering Vitality: Major—Heal +3d6 damage with vital ray, healing continues for 3 rounds.
Vigorous Power: Major—Heal +4d6 damage with vital ray, grant target Strength or Dexterity bonus.
4th Level
Surging Spirit
Circle of Life: Major—Create a circle of continuous healing for your allies.
Restore Health: Minor—Your vital ray heals +2d6 damage +1/shaper level.
Sealing Circle: Major—Heal +5d6 damage with vital ray, immobilize undead target or ward living target.
5th Level
Surging Spirit
Spark of Vitality: Major—Heal +7d6 damage with vital ray, target resists negative energy.
Surge of Power: Minor – Ally gains 4 temporary hit points per shaper level, can spend temporary hit points for bonuses.
Unbreakable Resilience: Major—Heal +5d6 damage with vital ray, target doesn't take lethal damage.
6th Level
Surging Spirit
Persistent Health: Major—Your vital ray heals +6d6 damage, healing continues for 5 rounds.
Purge Suffering: Minor—Cure a variety of conditions and effects affecting the target of your vital ray.
7th Level
Surging Spirit
Restore Life: Minor—Your vital ray heals +3d6 damage +1/shaper level.
Sympathetic Barrier: Major—Cloak ally in an aura that shares damage with attackers.
8th Level
Surging Spirit
Spark of Life: Major—Your vital ray heals +12d6 damage, target gains fast healing, immunity to various effects.
9th Level
Surging Spirit
Undying Spirit: Major—Your vital ray heals +15d6 damage, target can't die.
Surging SpiritThe power of life flows throughout the cosmos, defining the nature of virtually all creatures. This energy can be called forth as radiant power, just as can more mundane elements and powers. A student of the Surging Spirit might not have the raw destructive ability of another spellshaper, but their strength lies in warding off that very power.
Spellshape AttackThe spellshape attack associated with the Surging Spirit circle is
vital ray. A
vital ray is a beam of brilliant, sparkling light with a range of 60 feet. It is a ranged touch attack that affects a single target, healing 1d6 points of damage. For every four shaper levels beyond 1st, you heal an additional 1d6 points of damage to the subject, to a maximum of 5d6 at 17th level. This is positive energy, so a creature harmed by it (such as an undead) instead takes damage, and other nonliving creatures (such as constructs) are unaffected.
NumenWhile under the effect of the Surging Spirit numen, you and your allies gain the ability to roll twice and choose the better result when making a saving throw against death effects and energy drain. In addition, an affected creature heals 3 hit points whenever it succeeds on a saving throw. This healing increases by 3 for every five shaper levels you have, to a maximum of 15 points at 20th level.
IncantationsThe incantations of the Surging Spirit circle allow a spellshaper to contain unnatural creatures, relieve the most dire afflictions, and bring back the dead.
Sacred Circle
Surging Spirit (Incantation)
Level: Least
Shaping Time: 1 minute
Area: 5, 10, 15, or 20 ft. radius circle
Duration: 1 hour/level (D)
Saving Throw: See text
Spell Resistance: See text
You trace a circle with silver, inscribing mystical runes that entrap the spirits of those you despise. Unlike most incantations, using this ability requires 25 gp in powdered silver for every 5 feet in the circle's radius. While the circle does not prevent a creature from entering, once inside, an undead creature is bound within the circle for the duration of the effect. The creature cannot cross the circle’s boundaries, but if it is too large for the circle, it cannot be trapped.
If the circle of powdered silver laid down in the process of speaking the incantation is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the trapped creature has spell resistance, it can attempt to break free by requiring you to make a shaper level check against its spell resistance – if you fail, it breaks free. Either way, it takes 1d6 points of damage per shaper level and is dazed for 1 round afterward (even if it is normally immune to that condition). A creature cannot use extradimensional travel, such as dimension door or teleport, to leave the circle. A creature cannot use its spell-like or supernatural abilities to affect anything outside of the circle, the surface on which the circle is scribed, or the circle itself. Body parts of the creature, even severed, cannot cross the circle.
This circle can also trap outsiders of certain alignments. If you are Good, the circle traps Evil outsiders. Likewise, if you are Evil, Lawful, or Chaotic, the circle traps Good, Chaotic, or Lawful outsiders, respectively.
Radiant Restoration
Surging Spirit (Incantation)
Level: Lesser
Shaping Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You cleanse the target with a blazing white aura of healing energy. You may attempt to dispel any magical effects reducing any of the target's ability scores, as if by greater dispel magic, using your shaper level in place of caster level, except that you do not have a maximum bonus you can apply on the check. You also remove any fatigue or exhaustion affecting the target, and remove the blinded and deafened conditions. Finally, you may choose any one of the following effects:
Cure all ability damage to each of the target's ability scores.
Restore all points of ability drain to one of the target's ability scores.
Remove any confusion affecting the target, or grant a new saving throw against insanity or similarly permanent forms of the same condition.
Dispel negative levels and restore up to 1 level lost due to level draining. The drained level is restored only if it was drained less than 1 day per shaper level ago. The target is restored to the minimum number of experience points to attain the restored level.
Make a shaper level check against a DC equal to 10 + the effect's caster level to remove any curses affecting the target.
Cure all disease and poison affecting the target, including magical or supernatural effects.
Resplendent Resurrection
Surging Spirit (Incantation)
Level: Greater
Shaping Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
In a burst of light, you restore the target to life and health. You can raise a creature that has been dead for up to 1 week per shaper level. If the target is unwilling to return, the incantation simply fails; a willing creature simply doesn't receive a saving throw. In any case, the target knows your name, alignment, patron deity (if any), and your location.
If you have the creature's body, and it is largely intact, this incantation closes mortal wounds and restores it to life with 1 negative level. Unlike other negative levels, it remains for 1 week, and cannot be removed by any means. After this week, it disappears of its own accord. If you do not possess the target's body, you may instead touch an item of personal significance to the deceased, or a body part, and the incantation will create a new body. However, the target loses 1 level (or hit die, for a creature without class levels), or 2 points of Constitution (if it cannot lose any levels or hit dice). This level, hit die, or Constitution loss is permanent, and cannot be restored by any means, although additional levels can be gained through further gains of experience, and additional points of Constitution may be gained thereby (or through other methods that grant additional such points). A creature brought back in this way has half its normal maximum hit points. A creature that died with spells prepared loses all of its prepared spells, but can prepare such spells again as normal. Any ability scores that had been damaged or drained to 0 are restored to their normal values. Poison and disease are cured, but curses are not undone by this incantation. This incantation does not summon or otherwise affect the target's equipment, so a target whose body must be recreated returns to life naked.
An undead creature is restored to life as the creature it was before becoming undead, if it was a single creature. Otherwise, a random component creature is restored to life. In any case, unless the body was well-preserved (such as a vampire's, or any undead creature subject to regular and frequent gentle repose spells), a new body must be created. This incantation cannot restore a construct, elemental, or outsider to life.
SidebarsThis circle needs some special rules to govern interactions with other parts of the game, and can also benefit from a few houserules. These are detailed here.
Anchorites of Surging SpiritSurging Spirit: When manifesting this aspect, you gain a +1 bonus on Fortitude saving throws. This bonus increases to +2 at 8th level, and +3 at 15th level.
Starting at 8th level, while this aspect is manifested, you gain a delayed damage pool with a maximum capacity of 10. This pool begins at 0 when you manifest this aspect. When you take damage, that damage is first applied to your delayed damage pool until it is at its maximum capacity, and the rest of that damage is applied to you as normal. Whenever a point of damage leaves it, you take a point of damage (which, obviously, is exempt from being stored in your delayed damage pool). Your pool empties entirely when you stop manifesting this aspect, or when you rest for 8 hours. You can remove any number of points of damage from your pool as a swift action to heal a creature you touch of an equivalent amount of damage. When you reach 15th level, your pool's capacity increases to 20.
Starting at 15th level, you radiate a respect for life and the living (whether you actually have such respect or not), and a creature that strikes you with an attack must make a Will save (DC 10 + 1/2 your shaper level + your Wisdom modifier) or refuse to attack living creatures for 1d4 rounds. This is a mind-affecting compulsion.
Reshaping the SpiritUsing a vital ray in conjunction with another circle's formulae, or vice versa, ordinarily would create an unusual situation in which part of a formula's effect would heal a creature and another part would damage it. In order to resolve this, whenever another circle's formulae are reshaped to be considered part of the Surging Spirit circle, your vital ray (and the formula) deals positive energy damage, which might produce scar tissue, tumors, sores, or similar effects.
Whenever a Surging Spirit formula is reshaped to be considered a part of another circle, the formula (including the associated spellshape attack, if any) heals instead of damages. However, it is not positive energy, so it affects undead and similar creatures as if they were any other kind of creature. At the DM's discretion, this healing might interact with certain creatures as normal healing through positive energy interacts with undead; for instance, a formula reshaped to be considered part of Searing Flame might still deal damage to creatures with the Cold subtype.
Friendly ACThe Surging Spirit circle requires you to make attack rolls to strike your allies in order to heal them, which may seem counterintuitive. Since your allies will generally want to be hit with such formulae, it may make sense to introduce a sort of “friendly AC” in addition to “flat-footed” or “touch”, in which your Dexterity bonus becomes a penalty instead of a bonus, and you forgo any dodge bonuses. Alternatively, if you prefer a simpler modification, simply allow a willing player to let an attack automatically hit their character. Either way, you should probably ensure that players aren't penalized for having a high AC.
Channeling the SpiritMany spellshapers don't project their attacks through rays of power, but through their touch or a variety of weapons. It doesn't make very much sense for a punch to the face to heal a creature, and yet this is what a vital ray channeled through an unarmed strike implies. Mechanically, there's nothing that needs to be added, but when picturing the game world and describing your character's actions, you should probably make a few changes unless your game is intended to be comedy. Ranged weapons are relatively simple - the projectile is simply transmuted to magical energy, as with any such spellshape attack, which behaves as you'd expect for that kind of magic. The use of the weapon by the spellshaper isn't much different. A vital ray channeled through a melee weapon, however, significantly alters how the weapon appears to be used. In general, even though the mechanics remain identical, the motion involved with the attack is clearly peaceful. An Anchorite might appear to trace a sacred symbol on the forehead of an ally, while a Spellshape Champion might tap an ally on the shoulders with her weapon, as if knighting him. Use whatever rules you decide on for Friendly AC (discussed above) to determine what the target AC for the spellshaper ought to be.
FormulaeThe formulae of the Surging Spirit circle focus on healing allies, vanquishing the undead, and protecting others.
Affliction AnnulmentSurging Spirit (Minor)
Level: Spellshaper 3
Prerequisite: One Surging Spirit Formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
With a gesture, you imbue cleansing power into the energies you are already gathering.You alter your magic slightly, allowing it to remove more subtle maladies than obvious damage. Until the end of your turn, your
vital ray attacks also end any poison or disease affecting a target you strike, and remove the fatigued and sickened conditions. They also reduce the exhausted and nauseated conditions to fatigued and sickened, respectively. If your
vital ray ends a poison or disease in this way, the target is healed of 1d4 points of ability damage to each ability score damaged by each poison or disease so ended. A magical disease requires you to make a shaper level check against the saving throw DC of that disease in order to remove it.
Circle of LifeSurging Spirit (Major)
Level: Spellshaper 4
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20 ft. radius cylinder, 40 ft tall
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You create a circle in which the energy of life flows freely, closing the wounds of your allies with gentle light.This formula creates a brightly glowing circle of energy. Any living ally that ends a turn in the area heals 3d6 points of damage, plus 1d6 per 2 shaper levels you possess.
Lingering VitalitySurging Spirit (Major)
Level: Spellshaper 3
Prerequisite: One Surging Spirit formula
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 2 rounds
Saving Throw: Will negates (harmless); see text
Spell Resistance: As spellshape attack
You attune your ray of healing light to the spirit of its target, causing it to resonate beyond its initial shaping.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 3d6 points of damage. If it hits, your target is healed each round thereafter, at the beginning of your turn, as if by your normal vital ray. On your first turn after you use this formula, that healing is increased by 2d6. Each round thereafter, the extra healing decreases by 1d6. A successful saving throw prevents the target from being healed during subsequent rounds, but not the extra healing from the initial attack.
Persistent HealthSurging Spirit (Major)
Level: Spellshaper 6
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless); see text
Spell Resistance: As spellshape
Your vital ray is so perfectly keyed to the target's own spirit that its healing light takes much longer to fade away.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 6d6 points of damage. If it hits, your target is healed each round thereafter, at the beginning of your turn, as if by your normal vital ray. On your first turn after you use this formula, that healing is increased by 5d6. Each round thereafter, the extra healing decreases by 1d6. A successful saving throw prevents the target from being healed during subsequent rounds, but not the extra healing from the initial attack.
Prism SplinterSurging Spirit (Major)
Level: Spellshaper 1
Shaping Time: 1 full-round action
Range: Vital ray attack
Target: 4 creatures, plus 1 per 5 shaper levels
Duration: Instantaneous
Saving Throw: None
Spell Resistance: As spellshape
As it leaves your outstretched hand, the ray of light you produce splits into many beams, each radiating its own color.As a part of shaping this formula, you make a
vital ray attack against each target.
Purge SufferingSurging Spirit (Minor)
Level: Spellshaper 6
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn, see text
You draw restorative energies together, allowing you to wipe away even the most stubborn ills.You shape your
vital ray so as to cleanse your target a level more fundamental than cuts and scrapes. Until the end of your turn, your
vital ray attacks also cure a creature they strike of the following conditions:
confused, dazed, dazzled, exhausted, fatigued,
feebleminded, nauseated, sickened, and stunned. It also reduces the target's level of fear (if any) by 1 level, and cures the target of non-permanent blindness and deafness. Finally, it ends any poison or disease affecting the target, and restores 1d8 points of ability damage to any ability score damaged by a poison or disease so ended.
Restore HealthSurging Spirit (Minor)
Level: Spellshaper 4
Prerequisite: One Surging Spirit formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You call on a deeper energy, invigorating your healing light to new heights.You focus entirely on ensuring that your
vital ray is well-shaped. Until the end of your turn, your
vital ray attacks heal an extra +2d6 points of damage +1 point per shaper level.
Restore LifeSurging Spirit (Minor)
Level: Spellshaper 7
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Uttering a brief prayer for deliverance, you shape your rays of light into ever brighter forms.You call upon the highest levels of healing magic available to you. Until the end of your turn, your
vital ray attacks heal an extra +3d6 points of damage +1 point per shaper level.
Restore StaminaSurging Spirit (Minor)
Level: Spellshaper 1
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You focus briefly, bringing new clarity to your spellshaping form.You exert effort toward enhancing your healing magics. Until the end of your turn, your
vital ray attacks heal an extra +1d6 points of damage +1 point per shaper level.
Seal WoundsSurging Spirit (Minor)
Level: Spellshaper 2
Prerequisite: One Surging Spirit formula
Shaping Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)
You channel healing light into a nearby ally, rescuing him from the brink of death.This formula heals a living creature with positive energy. The target heals 1d4+1 points of damage per 2 shaper levels you possess. If you shape this formula just after a creature takes damage, you heal the target so fast that the damage you healed might as well not even have happened. For instance, if the target had lost enough hit points to die, you might heal enough to prevent him from dying in the first place. Used against a creature harmed by positive energy, this formula naturally deals damage.
Sealing CircleSurging Spirit (Major)
Level: Spellshaper 4
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Reflex negates
Spell Resistance: As spellshape
Runes encircle the ray of light stretching forth from your hand, and as it strikes your target, embed themselves on the ground around it.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 5d6 points of damage. If it hits, your target is enclosed within a magic barrier. If the target is undead, this barrier is focused inward, locking it in place. In this case, the target is immobilized. While it can use teleportation and similar effects to move, the circle moves with it, immobilizing it in its new location. If the target is not undead, then the runes ward her against certain malevolent magics. In this case, the target may roll twice and choose the better result whenever making a saving throw against an Enchantment or Necromancy spell (or similar effect, in the case of systems which have transparency with magic, such as a psionic power of the Telepathy discipline). Furthermore, undead attackers have difficulty crossing such a circle, even for the instant required to make an attack, and take a -2 penalty on attack rolls, and a -8 penalty on grapple checks made to establish or maintain a grapple, against a target so warded. A successful Reflex save allows the target to leap out of the circle in the moment of its forming, preventing most effects of this formula, but not the extra healing.
Shining BarrierSurging Spirit (Major)
Level: Spellshaper 2
Prerequisite: One Surging Spirit formula
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds, or until discharged (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You wrap a bright white light around your target that shines for an instant before fading, but the layers of protection you have entwined around his spirit linger.This formula protects your target from a few sources of damage. The target gains a +1 deflection bonus to AC. Whenever the target would take damage, it instead takes ½ that damage. Once damage has been reduced in this way a number of times equal to 1, plus 1 per 5 shaper levels you possess, the entire effect ends.
Spark of LifeSurging Spirit (Major)
Level: Spellshaper 8
Prerequisite: Four Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape
You link your target to the essence of life's power, shielding him from assaults that would draw that power away.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 12d6 points of damage. If it hits, your target gains fast healing equal to your shaper level for the duration, and gains immunity to ability drain, energy drain, death spells, death effects, and magical diseases. Your target also gains spell resistance equal to 10+your shaper level, but only against necromancy effects and effects that deal negative energy damage (such as the
withering hand spellshape attack). A target harmed by positive energy takes damage instead of being healed by the fast healing, and gets none of the other benefits of this formula. A successful saving throw negates most of the effects of this formula, but not the extra healing.
Spark of VitalitySurging Spirit (Major)
Level: Spellshaper 5
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: 1 creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape
As the healing light washes over your target, she begins to glow softly with an inner light that repels the power of death.You protect your target from negative energy. As part of this formula, you make a single
vital ray attack that heals an extra 7d6 points of damage. If it hits, the target gains immunity to death spells, death effects, and energy drain. She gains spell resistance against Necromancy spells equal to 10 + your shaper level.
Spirit FlameSurging Spirit (Minor)
Level: Spellshaper 2
Prerequisite: One Surging Spirit formula
Shaping Time: 1 swift action
Range: Personal
Target: You
Duration: End of turn
You project the power of your own soul into the light streaming from your fingers.You enhance your magic so as to strengthen the spirits of your allies and scorch the undead. Until the end of your turn, any
vital ray attacks you make gain this benefit. If your
vital ray strikes an undead target, it takes an extra 1d6 points of fire damage and must make a Will save or be frightened for 1 round; while its immunity to mind-affecting effects as an undead, or as a mindless creature (if it is one) does not protect it from this fear, other sources of the same immunity might. If you instead strike a living creature, he burns with an ethereal flame for 1 round. His attacks are considered to be made with ghost touch weapons when targeting an undead creature, and he may roll twice and choose the better result whenever making a saving throw against a fear effect.
Surge of LifeSurging Spirit (Minor)
Level: Spellshaper 1
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You invigorate your ally with the power of pure, healing energy.This formula grants the target extra health. The target gains temporary hit points equal to twice your shaper level (to a maximum of 20 temporary hit points).
Surge of PowerSurging Spirit (Major)
Level: Spellshaper 5
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 5 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
You breathe new strength into your ally, granting her health and power.You channel the raw power of life into your target, granting them extra hit points and the ability to burn this excess energy rapidly for additional power. The target gains temporary hit points equal to four times your shaper level. The target can spend 20 of these temporary hit points as a free action, once during her turn, to gain a +2 sacred bonus on a single attack roll, saving throw, skill check, or ability check.
Sympathetic BarrierSurging Spirit (Major)
Level: Spellshaper 7
Prerequisite: Three Surging Spirit formulae
Shaping Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes
You gather the magic of life around your friend, entangling their lifeforce with that of any who come too close.This formula links the target's spirit to those of nearby creatures. Besides the saving throw to avoid being affected by the formula in the first place, any creature that strikes the target with a melee attack must make a Will save or take damage equal to the damage taken by the target. A given creature needs make this save only once per round. If it succeeds, it doesn't take damage in this way until the start of its next turn, at which point it must make a new saving throw. If it fails, it takes damage every time it deals damage to the target with a melee attack, until the start of its next turn, at which point it is allowed a new saving throw. If a creature adjacent to the target is healed, the target is healed for the same amount of damage.
Unbreakable ResilienceSurging Spirit (Major)
Level: Spellshaper 5
Prerequisite: Two Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape
You imbue your target with a lingering aura of power that blunts the attacks of foes and closes mortal wounds instantly.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 5d6 points of damage. If it hits, your target instead takes nonlethal damage from any effect that would deal lethal damage, unless the target is immune to nonlethal damage. If the target is rendered unconscious, the effect ends. A successful saving throw prevents most effects of this formula, but not the extra healing.
Undying SpiritSurging Spirit (Major)
Level: Spellshaper 9
Prerequisite: Five Surging Spirit formulae
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape
You forge a deep connection between your target and the ultimate source of life in the universe, rendering your ally all but immortal – for a time.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 15d6 points of damage. If it hits, your target becomes virtually indestructible. Your target is not rendered unconscious if reduced below 0 hit points. Your target cannot die during the duration of this formula. The target still takes damage, but does not die no matter how far below 0 his hit points may fall. The target does not die from any effect that causes death, but other consequences of that effect occur normally. When this formula's duration ends, the target immediately dies if his hit points at the time would ordinarily result in death. Furthermore, if he fails a saving throw against an effect that causes death on a failed saving throw, he must make a second saving throw or die when this formula expires. If he was subjected to an effect that simply kills, with no saving throw allowed, he dies when this formula ends. While an effect that would destroy enough of the target's body to prevent a
raise dead spell from working does not do so during the duration of this formula, it immediately does so when this formula ends. A successful saving throw prevents most effects of this formula, but not the extra healing.
Vigorous PowerSurging Spirit (Major)
Level: Spellshaper 3
Prerequisite: One Surging Spirit formula
Shaping Time: 1 standard action
Range: Vital ray attack
Target: One creature
Duration: 3 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: As spellshape
Your healing magic invigorates your target's muscles and body beyond their normal capacity.As a part of shaping this formula, you make a single
vital ray attack that heals an extra 4d6 points of damage. If it hits, your target gains a +4 sacred bonus to your choice of Strength or Dexterity. A successful saving throw prevents most effects of this formula, but not the extra healing.