Channeled Divine Health

Conjuration (Healing)
Level: Cleric 4
Components: V, S
Casting Time: See text
Range: See text
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You bring forth a sphere of pure healing
energy. You pour divine power into it,
slowly building the energy it holds, until it
is ready to mend an ally’s wounds.

This spell allows you to heal an ally, or
damage an undead creature, at a range
greater than touch. When you cast this
spell, you channel energy into it. You
can choose how long to spend casting
this spell.

If you cast this spell as a swift action,
it has a range of touch, and you heal a
single touched creature of 1d8 points of
damage. An undead creature you touch
takes this amount of damage instead of
being healed.

If you cast this spell as a standard
action, it has a range of close, and you
heal a single creature within range
of damage equal to 1d8 points + your
caster level (maximum +10). An undead
creature you designate within range
takes this amount of damage instead
of being healed.

If you cast this spell as a full-round
casting this spell, it has a range of
medium, and you heal a single creature
within range of damage equal to 2d8
points + your caster level (maximum
+15). An undead creature you designate
within range takes this amount of
damage instead of being healed.

If you spend 2 full rounds casting
this spell, it has a range of long, and
you heal a single creature within range
of damage equal to 4d8 points + your
caster level (maximum +20). An undead
creature you designate within range
takes this amount of damage instead
of being healed.

You do not need to declare ahead
of time how long you want to spend
casting the spell. When you begin casting
this spell, you decide that you are
fi nished casting after the appropriate
time has passed.