Hydrate

Conjuration (Healing)

Level: Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Living creature touched

Duration: Instantaneous

Saving Throw: Will half; see text

Spell Resistance: Yes; see text

This spell allows you to create moisture within the body of a living creature, healing damage from dehydration. Hydrate heals 2d8 points +1 point per caster level (maximum +10) of desiccation damage, removes all nonlethal damage from dehydration, and clears up any lingering effects of the dehydrated condition.

When cast on a creature of the fire subtype, hydrate deals damage instead of healing. Such a creature can apply spell resistance and attempt a Will save to take half damage.

Source: Sandstorm, page 117.

Roll20 Macro

Arcane Version