The spell Aid gives you a 25% boost to your current hit points and is a good choice for situational play. It also has great scale, requiring just one action to cast and can increase the hit points of three allies within range. However, this spell does not scale well – the increase in hit points does not match the increase in the cleric’s total health. Thus, you cannot have two spells with the same name on your character at one time.
The first thing you should know about this spell is that it can be cast on yourself or an ally. This spell gives you eight hours of oomph, and it will disappear when it’s spent. Moreover, you can use Aid more than once, and you can even make your target heal themselves twice if they’re already near death. This makes the spell useful if you’re in an urgent situation or want to avoid being knocked out by an enemy.
Unlike other healing spells, Aid has a short range, and you can use it anywhere. You can cast it up to three times, so you can make it a very effective spell for a group. You can cast it with a single action, or split-targeted with two other people. And, unlike Healing Word, Aid does not require a spellslot to cast. Instead, it gives the target extra health.
The spell has a number of benefits. It increases the current hit point of an ally, and it can be cast multiple times to increase the HP of an ally. Unlike Mass Healing Word, Aid does not take one action. It increases the current HP of three allies in range. But, it doesn’t stack, so if you cast Aid twice, your ally might still have a higher HP after the second casting.
Unlike Healing Word, Aid can be used more than once. Once cast, it provides eight hours of oomph and will disappear after the spell ends. If the person is at zero HP, you can wake them up by using an Aid spell. But, if your ally is in combat, he can’t heal himself. You can only use this spell once in a single day. It can’t be stacked with other healing spells, but it can be used multiple times.
This spell provides a 25% survivability boost for one day. The downside to Aid is that it does not scale. While it is a great option in certain situations, it is not suitable for all types of players. This spell is best for lower-level characters. It can help your party survive combat. You can use it to heal other creatures or yourself. You may need to spend some money on the spell, but it doesn’t cost a lot.
While it is a good spell for high-level characters, it doesn’t scale well. It provides a 25% survivability boost for one day. It doesn’t scale well, however, as a character’s hitpoints increase much faster than the Cleric’s spells, which means that Aid does not scale well. Therefore, it is not recommended for high-level characters. The spell should be used on low-level opponents.
Another major drawback of the spell is its limited duration. Aid takes one action to cast and can increase the HP of three allies within range. It can’t be used more than once per day, but it’s still a useful spell for low-level characters. The only drawback to this spell is that it can’t stack with other spells of the same name. This makes it extremely useful for a variety of situations.
Aid is a second-level spell that boosts the maximum hit points of three creatures within range. It adds five to each target’s current health, and it increases the maximum hit points of the creatures as well. This spell is effective against both humans and magical creatures, but it isn’t a good choice for a high-level character. This is a mid-tier support spell that works great for a cleric.
The spell aid is a 2nd-level spell that boosts the target’s hit points. It can affect up to three creatures. Its range is 30 feet and its duration is 8 hours. The effect can be used to bolster up to three creatures. The spell can be effective against creatures that have weakened or damaged hit points, or even to increase the maximum of the target. The aid spell increases the maximum hit points of a creature to its full.