Healer Spells
0th-Level Healer Spells
- Create Water: Creates 2 gallons/level of pure water.
- Cure Minor Wounds: Cures 1 point of damage.
- Deathwatch: Reveals how near death subjects within 30 ft. are.
- Detect Magic: Detects spells and magic items within 60 ft.
- Detect Poison: Detects poison in one creature or object.
- Light: Object shines like a torch.
- Mending: Makes minor repairs on an object.
- Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
- Read Magic: Read scrolls and spellbooks.
1st-Level Healer Spells
- Bless Water: Makes holy water.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
- Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Sanctuary: Opponents can’t attack you, and you can’t attack.
- Speak with Animals: You can communicate with animals.
2nd-Level Healer Spells
- Calm Emotions: Calms creatures, negating emotion effects.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Gentle Repose: Preserves one corpse.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Disease: Cures all diseases affecting subject.
- Restoration Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd-Level Healer Spells
- Close Wounds: Cure 2d4 damage, even on another's turn (swift).
- Create Food and Water: Feeds three humans (or one horse)/level.
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Remove Curse: Frees object or person from curse.
- Restoration: Restores level and ability score drains.
- Status: Monitors condition, position of allies.
4th-Level Healer Spells
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Death Ward: Grants immunity to death spells and negative energy effects.
- Freedom of Movement: Subject moves normally despite impediments.
- Panacea: Removes most afflictions.
5th-Level Healer Spells
- Atonement: Removes burden of misdeeds from subject.
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Raise Dead: Restores life to subject who died as long as one day/level ago.
- Revivify: Revive recently dead to life with no level loss.
- Stone to Flesh: Restores petrified creature.
- True Seeing: Lets you see all things as they really are.
6th-Level Healer Spells
- Cure Serious Wounds Mass: Cures 3d8 damage +1/level for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Restoration, Greater: As restoration, plus restores all levels and ability scores.
7th-Level Healer Spells
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Repulsion: Creatures can’t approach you.
- Resurrection: Fully restore dead subject.
8th-Level Healer Spells
- Discern Location: Reveals exact location of creature or object.
- Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
- Heal, Mass: As heal, but with several subjects.
9th-Level Healer Spells
- Foresight: "Sixth sense" warns of impending danger.
- Gate: Connects two planes for travel or summoning.
- True Resurrection: As resurrection, plus remains aren’t needed.
page revision: 11, last edited: 22 Mar 2012 17:14