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0Soothing Mud00earth, water-1-131 standard action0V, S, DF1no0-10-1000druid 3, ranger 3, shaman 3dust, earth, sand, or water in one 5-ft. square/levelUltimate Wilderness0Create restorative mud that heals hit point and ability damage.010-1-10000-1You create an area of healing mud. Water, earth, sand, and dust thicken into a wet mud. The mud functions as difficult terrain and does not sink if created in water unless weighed down by more than 100 pounds per caster level you have. Each round a creature begins its turn in or on the mud, the mud restores 1 hit point to it; this healing is unaffected by effects that increase a creature's healing. A creature that rests partially or completely submerged in this mud for 1 full minute is also healed of 1d4 points of ability damage to an ability score of its choice. A creature can be healed of ability damage this way only once per day.01healing001 round/level (D)-10-1medium (100 ft. + 10 ft./level)

Soothing Mud

School conjuration (healing) [earth, water]; Level druid 3, ranger 3, shaman 3

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range medium (100 ft. + 10 ft./level)
Area dust, earth, sand, or water in one 5-ft. square/level
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

You create an area of healing mud. Water, earth, sand, and dust thicken into a wet mud. The mud functions as difficult terrain and does not sink if created in water unless weighed down by more than 100 pounds per caster level you have. Each round a creature begins its turn in or on the mud, the mud restores 1 hit point to it; this healing is unaffected by effects that increase a creature's healing. A creature that rests partially or completely submerged in this mud for 1 full minute is also healed of 1d4 points of ability damage to an ability score of its choice. A creature can be healed of ability damage this way only once per day.

NULL30030-1-13conjuration-100-1-10-1103-1-11-1-1-1NULLnone0-101

You create an area of healing mud. Water, earth, sand, and dust thicken into a wet mud. The mud functions as difficult terrain and does not sink if created in water unless weighed down by more than 100 pounds per caster level you have. Each round a creature begins its turn in or on the mud, the mud restores 1 hit point to it; this healing is unaffected by effects that increase a creature's healing. A creature that rests partially or completely submerged in this mud for 1 full minute is also healed of 1d4 points of ability damage to an ability score of its choice. A creature can be healed of ability damage this way only once per day.

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