Corlindale |
Heal is your best bet for in-combat healing. Heals a ton more than earlier candidates. Bit high-level, of course, but the lower healing spells are probably not even worth spending savant slots on.
No reason to pick healing up for out of combat purposes, either - at the point when you can get Pathfinder Savant levels you can buy plenty of healing wands anyway, and then UMD them.
I don't know other ways of getting heal spells with an elven wizard, though if you wanted to be a Samsaran you could pick some from the witch list using Mystic Past Life.
Darkwolf117 |
Infernal Healing is always awesome if you just want out of combat healing and it's on quite a lot of spell lists already. Obviously it's far less useful in combat though (...or with anyone who's not terribly happy with evil magic).
As for other spells... I don't know if I'd go with anything short of Heal or some kind of revival spell (Breath of Life might be useful in a pinch though).
Any kind of Cure X Wounds seems fairly lackluster though, in my opinion. Getting to add spells from any list to your own sounds like it can be good for a lot better things than healing. But, that's not exactly what you asked, so as far as the actual question goes, I don't have any better thoughts than those above.
Darkwolf117 |
Really? Huh. I've not played in PFS before, but I'd think if you're not a cleric, you should have no problem with casting them, and I didn't think casting spells themselves had any actual effect on alignment.
That's a shame. They're such nice spells for the non-healing casters.
Interestingly enough the witch class doesn't actually have any spells that let it heal that I've been able to find, plenty of hexes and other abilities, but zero spells.
Um... witches get the whole Cure line of spells, plus a few revival ones.
The Chort |
If you use Summon Monster V to summon a Vulpinal, it can lay on hands for 3d6, 6 times/day. Also has some other handy spells and abilities.
Of course you could use Summon Monster VI for d3 Vulpinal; Summon Monster VII to bring out d4+1 Vulpinal... (Superior Summons might help here)
So wizards can kind of use spells to heal, if desperate. >.>;
But yeah, I'd lean heavily on those wands of cure light wounds. Very cost efficient way to handle healing outside of combat.
lantzkev |
When I look through the PRD, there's not a single spell listed under the spell lists for witches that cure hp. There's certainly some that remove conditions (not many though)
Ah, nm I see where I screwed up, I looked at the spell list, not the class its self and its listing of spells. Which is nice, since they are arcane I can add those with savant without adding a level to the spell then at least.
I've been using wands, but just hoping to find other options!
Breiti |
Assuming you were to be snatching up two levels or more of pathfinder savant, and your goal is to get the most healing for your buck so to speak out of combat, or even in it (in a pinch) what spell would you pick up and from what class? Any level, but the lower the better due to the +1 lvl nature.
A 2nd level pathfinder savant would never choose any "cure..." spell. Why? Because any pathfinder savant can activate any wand or staff or scroll without having the spell on the class list. Without any chance of failture. The use magic device DC is 20.
+5 use magic device ranks (pathfinder savant requirement)
+3 class skill
+2 Magical Aptitude (pathfinder savant requirement)
+10 can allways take 10 on UMD (pathfinder savant ability)
_________________________
=20 + 1/2 pathfinder savant requirement level + cha mod
So a 2nd level pathfinder savant can use any wand, staff or scroll without any check at all (asuming cha >= 8)
So you best bet is the heal spell for the incombat healing. Never choose a cure x spell because you can use this wands anyway...
Breiti
Arizhel |
Second, Go to Additional Resources, and print the Pathfinder Campaign Setting: Inner Sea World Guide
Domains: Scalykind and Void domains; Equipment: all weapons, armor, and adventuring gear on pages 290–293 with the following restriction: only gunslingers may purchase firearms except cannons, which are not available to anyone; Feats: all feats on pages 284–289 except Cypher Magic, Cypher Script, Eye of the Arclord, Fortune Teller, Hamatulatsu, Harrowed, and Shade of the Uskwood; Gods: All gods listed in the tables on pages 229, 231, and 234; Languages: all languages on page 251 may be learned via the Linguistics skill; Magic Items: goz mask, unguent of revivification, wayfinder, zoic fetish; Prestige Classes: Hellknight, Low Templar; Races: All human ethnicities are legal except Azlanti, humans begin play knowing all listed languages for their chosen ethnicity as racial languages; Spells: all spells on pages 294–297 except harrowing, extraplanetary teleport, and teleport trap.
Materials required for spell casting that do not list a specific cost are deemed to be contained in your spell component pouch.
Now you have:
1) Michael Brock saying it is not evil
2) Additional Resources allowing said Spell
3) by PFS RAW, it is allowed.
The Chort |
vulpinal? since when was this on the SM list?
Whoops, I need to take more time reading stuff:
I was reading through Professor Q's Guide to the Pathfinder Wizard and his suggestions on summoning.
Missed an important block of text:
Alternate Summons: I have included in this guide all of the alternate summons listed on the OGC. These all come from various sources which are listed next to the monster in parenthesis. Read more about them in the OGC entry. Basically, they are completely non-core and usually require some decidedly unwizardly things to acquire officially. But, in case your DM allows you to use them for some reason, they’re here for comparison. I include their stats in purple in the summaries.
I guess the Vulpinal was an option from AP 50.
EDIT: However, there still is some healing in the summon list, such as the azatas from SMV and SMVI. A few monsters from SMIX have Heal and so forth. Not great options, considering how late you get them, but they are still options. (Hopefully you summoned them as a useful combatant and then they do some healing after the battle is over)
Corlindale |
The whole "it's too expensive" problem for Cure Light Wounds + UMD becomes less and less at higher levels, so I still honestly wouldn't worry about out-of-combat healing in the long term. Even if you'll eventually burn through the wands rather quickly, their 750 gp cost soon becomes negligible.
Anyway, even if you do pick up a cure spell or two through various means, you probably still won't be able to cover all the healing (unless you set aside lots of slots specifically for that, which means not using your potent wizard spells as much). So you'll still be relying on wands, you'll just save a few GPs (at the cost of your combat effectiveness as a wizard).
Robert Young |
that's not the issue, the issue is doing it without using gold and trying to stay relatively on the wizard casting track =D
say we play 4 sessions, that's 3k gold that could of been used for three pearls of power, or whatever...
Given your reluctance to load up on cure wands, have you considered the cost of a ring of regeneration? Doesn't seem to satisfy your own cost/benefit criteria.
Kayerloth |
What level wizard?
For my own Wizard (home campaign not PFS, 3.5 in fact) with no divine access to curative/healing magic in the party I went about it in two ways.
First pumped that UMD skill to max for using Wands and later Staffs. Second, once I hit 13th, sought out and added Limited Wish to my list of spells known. Limited Wish isn't cheap to employ but the versatility to cast pretty much any cleric (or any divine) spell 5th level or lower when you really have no other option is hard to beat --> Hallow, Restoration, Raise Dead, Invisibility Purge, Death Ward, Breath of Life, Mass CLW etc.