Spelljammer
Aid
Realm:Protection
Name:Aid
Spell Level:2
Rarity:Common
Range:Touch
Duration:1 round per rank
Area of Effect:1 creature
Components:V,S,M
Casting Time:5
Saving Throw:None
The recipient of this spell gains the benefit of a bless spell (+5 to all weapon strike chances and saving throws) and a special bonus of 2d8 additional hit points for the duration of the spell. The aid spell enables the recipient to actually have more hit points than his full normal total. The bonus hit points are lost first when the recipient takes damage; they cannot be regained by curative magic.

For example, a 1st-level fighter has 40 hit points, suffers 4 points of damage (40-8 = 32), and then receives an aid spell that gives 10 additional hit points. The fighter now has 42 hit points, 10 of which are temporary. If he is then hit for 12 points of damage, 2 normal hit points and all 10 temporary hit points are lost. He then receives a cure light wounds spell that heals 10 points of damage, restoring him to his original 40 hit points.

Note that the operation of the spell is unaffected by permanent hit point losses due to energy drain, the loss of a familiar, or the operation of certain artifacts; the temporary hit point gain is figured from the new, lower total.

If this spell is cast by a Battle or War Cleric, the recipient also gains a +1 to damage with all weapon attacks, and the bonus hit points (+2d8) is rolled twice and the better roll applied.

The material components of this spell are a tiny strip of white cloth with a sticky substance (such as tree sap) on the ends, plus the priest's holy symbol.