Healing up tends to be among the most boring parts of a game. A lot of times, it’s something that is handled in a book-keeping fashion after combat. Or, during combat, it is usually proceeded by a heavy sigh from the cleric’s player, who would rather do something more entertaining than provide the fighter with some much-needed hit points. The aim of this week’s article is to try to solve those two issues by making healing more exciting, and by not requiring the cleric to shoulder the entire load. Get ready for some alternative medicine!
FOUNTAIN OF LIFE
School conjuration (healing); Level cleric 5, druid 6, shaman 6
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 round/level
You become a conduit of pure life force, gaining a surge of vitality and restoring health to those who are near to you without a second thought. You gain immunity to death effects and negative levels, and gain a +2 morale bonus on all saving throws. Additionally, all living creatures within 30 feet of you regain a number of hit points equal to 2d8 + your caster level each round.
HEALING RAGE
School conjuration (healing); Level alchemist 3, bloodrager 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 10 minutes/level
You use arcane energies to turn your chaotic power into a potent healing magic that can restore you wounds. At the beginning of each round in which you are raging or are affected by a mutagen, you regain a number of hit points equal to 1d8 + your caster level.
LIFE TRANSFER
School conjuration (healing) [evil]; Level bard 6, cleric 7, inquisitor 6, magus 6, mesmerist 6, psychic 7, shaman 7, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. / 2 levels)
Target two living creatures, which must be within 30 ft. of each other
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
You confer life force from one creature to another creature, inflicting negative energy damage to one and restoring hit points to the other. When you cast this spell, you deal 1d8 points of negative energy damage per caster level to one target, and the other target regains a number of hit points equal to the negative energy damage dealt in this way. You may choose to deal less negative energy damage when you cast this spell, but must reduce the damage in d8 increments.
MIND RECOVERY
School conjuration (healing); Level medium 4, mesmerist 4, occultist 4, psychic 4, spiritualist 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft. / 2 levels)
Target one living creature
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You implant an overwhelming psychic compulsion in the target, allowing her to instantly recover some wounds using only the power of her mind and your magical energies. The target may choose to heal herself whenever she suffers damage, instantly negating an amount of damage she suffers equal to twice your caster level. Because of the mental nature of this ability, the target can perform it instantaneously, even as she suffers what would be lethal wounds, allowing her to survive such attacks by means of this ability. The target can use this ability a number of times equal to 1/6 your caster level.