Since you lack a healer character, I'm prepared to allow this spell, from Arcana Evolved. I've never much subscribed to the Arcane=Blasting, Divine=Healing dichotomy anyway. The full round casting time and the subdual damage make it marginally less effective than a CLW. (Greater version is 4th level, BTW). I don't know if it would suit Annika, though.
Transfer Wounds (Lesser)
Transmutation [Positive Energy]
Level: 1 (Simple)
Casting Time: 1 full round
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes
Laying your hand upon a living creature, you cure 1d10 points of the target’s damage + 1 point per caster level (up to +5). You then immediately suffer half that amount as subdual damage. If you cast this spell upon yourself, you transmute 1d10 points of damage + 1 point per caster level (up to +10) to half that amount of subdual damage. You can use this spell offensively against an undead creature, who suffers 1d10 points of damage + 1 point per caster level (up to +10), but you suffer half that amount as subdual damage. An undead creature can attempt a Will save to take half damage.
When the damage heals, neither you nor the target are left with any scars or traces of injury.
I had another scan of AU, and found the following possibilities:
Conjure Energy Creature I
Conjuration (Creation) [See Text]
Level: 1 (Complex)
Casting Time: 1 full round
Range: Close (25 feet + 5 feet/two levels)
Effect: One created creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
With a flash of power, this spell creates a monster out of pure energy. It appears where you designate and acts immediately, on your turn. If you do not give it a command, it attacks your opponents to the best
of its ability. You can communicate with it and can direct it not to attack, to attack particular enemies, or to perform other actions. Conjured creatures act normally on the last round of the spell and disappear at the end of their turn. You choose the creature’s energy type (acid, cold, electricity, fire, or sonic). The spell takes on the descriptor of the energy type chosen. The monster, although energy,
is nevertheless corporeal and solid. It uses the statistics of a monster of your choice from the list below, except for the following:
• It is immune to damage of its energy type.
• If it has more than 3 HD, it has DR 5/+1 (or 5/magic). If it has more than 10 HD, it has DR 10/+2 (or 10/magic).
• It has no Intelligence score or Constitution score. (If it has no opponents to attack and no commands to follow, it stands motionless.)
• It is a construct (immune to mind effects, poison, paralysis, stunning,
disease, and necromantic effects). It is not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. It is immune to any effect that requires a Fortitude save. It is not subject to death by massive damage. It is destroyed (and disappears) when it reaches 0 hit points.
• It has darkvision with a range of 60 feet.
• It inflicts additional damage of its energy type equal to its Hit Dice
(maximum +10) with each attack.
Choose the type of creature you want the spell to conjure from this list: dire rat, dog (animal), hawk (animal), or monkey (animal).
The creature is not real. It is a creation of magic.
Fireburst
Evocation [Fire]
Level: 1 (Complex)
Casting Time: Standard action
Range: Medium (100 feet + 10 feet/level)
Area: 10-foot-radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a simple gesture, you send a burst of fire out from an already burning flame (even a candle) within range. The fireburst inflicts 1d6 points of fire damage + 1d6 points per two caster levels (maximum 5d6). The burst is too quick to ignite flammable items (like cloth or paper) but it can still ignite combustibles (like oil).