When I set out to write this article, the plan was to create some more memorable cleric spells. The first thing that sprang to my mind was to create some new spells for healing. While the existing spells for healing are already pretty good, I wanted to create spells that add a little something extra to hit point recovery. This week’s new Obscure Arcana delves into the possibilities of healing spells that are a little more daring.
BACK FROM THE BRINK
School conjuration (healing); Level cleric 9, druid 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. +40 ft./level)
Target one creature per level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You fill the bodies of the weak and fallen with new life, causing their wounds to rapidly regenerate, and even returning them from a state of death. You may target living creatures and creatures that died in the last minute with this spell. Each target regains 10d8 hit points. If this would be sufficient to bring a dead creature back to life, that creature returns to life and gains 5d8 temporary hit points, which last for 1 minute or until depleted. When a target returned to life in this way loses his last temporary hit point from this spell, he gains 1 negative level.
CLOSE WOUNDS
School conjuration (healing); Level alchemist 3, bard 3, cleric 3, druid 4, paladin 3, shaman 4, spiritualist 3, summoner 3, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target one creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You conjure a field of soft golden energy that impedes attacks and works to heal recently opened wounds. The target gains a +2 deflection bonus to AC. Additionally, at the beginning of her turn each round, if the target suffered damage since the start of her last turn, she regains a number of hit points equal to 1d8 + your caster level.
DIVINE SANCTUARY
School abjuration; Level cleric 7
Casting Time 1 round
Components V, S, M (powdered platinum worth 100 gp)
Range close (25 ft. + 5 ft./2 levels)
Area 20-ft.-radius spread
Duration 1 minute/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You create an area of divine power that shelters the faithful. This spell erects a shimmering field of silvery light and mist, which provides concealment to creatures within the area against creatures outside the area. Creatures within the field can see normally both within the field and outside of it. Within the field, all conjuration (healing) spells and channel energy rolls made to restore hit points are automatically maximized. Additionally, as long as you are within the spell’s area, each round you can restore 5d8 hit points to creatures within the field. This healing can be given to a single creature, or it can be distributed in d8 increments among several creatures. You must determine how many d8s of healing each creature is to receive before you roll the results.
DIVINE WORD
School abjuration; Level cleric 5, paladin 4, shaman 5
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You speak sacred words of power, protecting a target from harm. The target gains a +4 sacred bonus on all saving throws and may take 10 on saving throws made to resist divine spells cast by a creature with an alignment different from yours. Additionally, as long as the target is still affected by this spell, as an immediate action you can expend 1 use of your channel energy to restore a number of hit points to the target equal to the number of hit points you can restore with channel energy.
FIGHTING SPIRIT
School conjuration (healing); Level alchemist 4, bard 4, cleric 4, inquisitor 4, medium 4, paladin 4, shaman 4, spiritualist 4, summoner 4, witch 4
Casting Time 1 standard action
Components V, S
Range touch
Target one living creature
Duration instantaneous and 1 round/level (see text)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You restore a single creature’s fighting spirit, readying him for a prolonged struggle. The target immediately regains a number of hit points equal to 3d8 + your caster level (maximum +15). Additionally, the target gains immunity to fear effects and a +2 morale bonus to AC, attack rolls, and damage rolls. These benefits last for 1 round per caster level.
REINVIGORATE
School conjuration (healing); Level alchemist 2, bard 2, cleric 2, druid 2, inquisitor 2, paladin 2, ranger 2, shaman 2, spiritualist 2, summoner 2, witch 2
Casting Time 1 standard action
Components V, S
Range touch
Target one living creature
Duration Instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You fill the target with a rush of vital energy, lifting the burdens of work and warfare. The target immediately regains a number of hit points equal to 1d8 + your caster level and is cured of exhaustion and fatigue. If the target was fatigued when she was affected by this spell, she regains an additional 1d8 hit points. If the target was exhausted, she instead regains an additional 2d8 hit points.
RUBY WARD
School abjuration; Level alchemist 6, bard 6, cleric 6, psychic 6, shaman 6, spiritualist 6, summoner 6, witch 6
Casting Time 1 standard action
Components V, S
Range touch
Target one living creature
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You surround the target with flickering crimson light that diverts magical energies, redistributing them into healing forces. The target gains spell resistance equal to 11 + your caster level. Additionally, whenever the target resists a spell with this spell resistance, that energy is transformed, causing the target to regain 1d8 hit points per spell level of the resisted spell.
SACRED RALLY
School conjuration (healing); Level bard 6, cleric 7
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft/2 levels)
Target one living creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous and 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You rally a group of creatures, instilling them with holy power to keep them strong and vital. Each target regains a number of hit points equal to 1d8 + your caster level. Additionally, each creature affected by this spell gains a +2 sacred bonus to AC and all saving throws, and can make an additional attack each round whenever she makes a full attack. This additional attack is not cumulative with the additional attack granted by haste, a speed weapon, or similar effects.