With the changes to 0-level spells, spells like cure minor wounds and repair minor damage become significantly more powerful. As this is not intended, both spells are removed from the game. Any character who had cure minor wounds on his spell list receives stabilize instead.
Since constructs do not bleed out, there is no need to replace repair minor damage.
- Level: Cleric 0, Druid 0
- Components: V, S
- Casting Time: 1 standard action
- Range: Touch
- Target: Creature touched
- Duration: Instantaneous
- Saving Throw: Will negates (harmless); see text
- Spell Resistance: Yes (harmless); see text
You lay your hand upon a living creature and infuse them with a tiny amount of negative energy. This amount of energy is too small to heal any damage; however, all bleed effects currently active on the target are ended, and if the creature is bleeding out due to being below 0 HP, it stabilizes.
An undead creature targeted by this spell instead loses its next action if it fails a Will save. Undead with 5 or more Hit Dice are unaffected by this spell.
Clerics who channel positive energy do not need to have this spell prepared; it counts as cure minor wounds and may therefore be cast in lieu of any other 0-level spell by positive-channeling clerics. Clerics who channel negative energy must prepare this spell as normal.