A 9th level Heal spell, how many HP?


Homebrew and House Rules


So we have a lv20 2-man party.

One is the healing-bo... *arhem* cleric and off-time fighter, and the other is the barbarian with nearly 350hp.

In some furious battles, Heal just does not cut it. My cleric wants a 9lv version of it.

How many HP would you allow it to heal?

Heal heals 10/lv max 150, so I guess at 9th level it would be 15/lv max 300? or 10/lv max 250?

Advice?

Or perhaps a heal followed by some kind of over time regeneration effect?


It's a 9th level spell, so it should be extremely powerful healing spell.
Wait, there already is Mass Heal, which heals up to 250hp.
But if you want a 9th level healing spell targeting a single target,
my 2 cents:

Supreme Heal
Casting time: Full-round/standard
Components: V, S and diamond dust worth 1000gp
Range Touch
Target Creature touched
Duration Instant
Saving throw Will (harmless)
SR Yes (harmless)

Supreme heals all lost hp and immediately ends any and all of the
following adverse conditions affecting the target: ability damage,
blinded, confused, dazed, dazzled, deafened, diseased, exhausted,
fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and
stunned. In addition, it grants target Fast Healing 5 for rounds
equal to the caster level.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I've always thought there should just be a single-target 9th level spell called "Complete Healing". Maybe something like the 2e definition of Heal where it healed all the damage of a target, except for 1d6 hp.


Haha, never paid attention to the HP limit of mass heal...

I like yours the extra fast healing, the extar adverse conditions healing and the material component, gives it some flavour, thnx =).


I like the Supreme Heal, except for the 1000 gp diamond dust component. I don't like expensive components except for spells that are extremely powerful/shouldn't be used often like wish, true resurrection, etc.

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