What are some ranged healing spells?

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Starship Cartographer
I'm trying to make a custom healing spell (something basic like Cure Light Wounds or Vigor but with a short range). What are some good exisiting examples of this sort of thing?

I want to see how they've been tweaked from the basic healing (I'm assuming they are powered down or have drawbacks, but I'm not sure how severe to make these).

Thanks for the help!
 

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Check out Close Wounds and (I think its called) Channeled Divine Healing. Both very nice spells. I think the latter is in PHBII, the former might be the same or in the spell compendium.
 

There's Close Wounds which heals a tiny bit as an immediate action, Channeled Something-or-other in Spell Compendium which has range at longer casting times, and the Mass Cure nn Wounds spells in the PHB.

Given the Mass Cure spells at +4 levels over the standard version I'd have no problem with a ranged version of the spells at +2 levels. (i.e., Ranged Cure Light Wounds as a 3rd level spell healing 1d8+lvl [Cap 15])

Meshes right along side the 'touch-to-Ray' metamagic feat in Complete Divine.
 

Pyrex has the right of it imho. Two levels higher to make a touch spell into a ray spell, just like the metamagic feat. However, I'd make a ranged clw (as a 3rd level spell) able to heal up to 1d8+15 hp.
 

Which is exactly what I suggested. ;)

I'd say it's equally fair as an "Effect: Ray" spell (ranged touch attack to hit, no save) or "Target: One Creature" spell (no attack roll needed, save for half)

(As printed, the Reach Spell metamagic feat is the worst of both, you still need an attack roll to hit, but the save-for-half from the original spell remains)
 

Pyrex said:
Which is exactly what I suggested. ;)

I'd say it's equally fair as an "Effect: Ray" spell (ranged touch attack to hit, no save) or "Target: One Creature" spell (no attack roll needed, save for half)

(As printed, the Reach Spell metamagic feat is the worst of both, you still need an attack roll to hit, but the save-for-half from the original spell remains)

Well yeah, but allies will opt to fail their save automatically from a healing spell...
 


From Races of Destiny, pg. 166

INSIGNIA OF HEALING

Conjuration (Healing)
Level: Bard 3, cleric 3
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 400 ft. + 40 ft./level spread, centered on you
Target: All wearers of special insignia within range
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

This spell heals all wearers of a specific insignia (see below) within range by positive energy. The spell cures 1d8 points of damage +1 point per caster level (maximum +10) to all wearers of the insignia.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. Any undead creature can apply spell resistance and attempt a Will save to take half damage.
This spell requires significant preparation. Before using this spell you must forge specially crafted insignias. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs 10 gp. Militias, guilds, or churches within a city use this spell to call all its members together.
Focus: A specially prepared insignia (see above).
 

Wow, that's a -really- neat spell. I like it a lot!


I'll have to ask my DM if I can learn that with my healing specialized cleric.


-2 level adjustment on Mass cure light wounds for 10g per head :)
 

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