Go, Team Cleric!And I use healing all the time for NPCs when I DM. Heck, I managed to stretch one battle against a small group of evil clerics into a 15 round grind fest by keeping them all constantly getting healed by each other and rendering focus fire tactics basically pointless. It was a lot of fun...for me.![]()
The Whelm spells are enchantments, which imposes certain limitations, but so do illusions. Looks to me like the designers put a premium on nonlethal damage by spell, which makes sense IMHO. Briefly:
Whelm: 1st level sor/wiz and beguiler; close range, one target; 1d6 + 1d6/2 levels above 1st nonlethal damage (max 5d6). Will negates, SR yes.
Whelming Blast: 2nd level; 30' cone; 1d6 + 1d6/2 levels above 1st nonlethal damage (max 5d6). Will negates, SR yes.
Mass Whelm: 4th level; close; 1 target/level; 1d6 nonlethal/level (max 10d6). Will negates, SR yes.
Overwhelm: 6th level; touch; one target; Will negates, SR applies; deal nonlethal damage equal to the target's current hps.
Not even a quasi-real, illusory version of a fireball? (Or, perhaps a phantasmal one, since it's doing non-lethal damage.)
The Whelm spells are
Underwhelming

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.