Arcane Healing Spell [Transmutation]


Homebrew and House Rules


So this spell is an interesting twist to the age old issue of wizards and sorcerers (mainly wizards) learning spells that let them heal. I think I'm taking this in a way that helps to preserve balance and is appropriate to theme.

I know that normally a healing spell is of the Conjuration school, essentially that you're summoning positive energy from somewhere else that heals the living without effort.

This spell is instead a Transmutation spell. Instead of simply conjuring up the positive energy, it requires the caster have some sense of the person's body to reconnect damaged tissues, limbs or repair organs that have been wounded. It balances with the more pure healing spells because it requires the Heal skill to use successfully and because there is a risk to cause harm instead.

Let me know what you think!

Lesser Stitch
School Transmutation; Level Sorcerer/Wizard 1
Casting Time 1 Minute
Component V,S
Range Touch
Target Creature touched
Duration Instantaneous
Saving Through Will half
Spell Resistance yes
You use the magic of transmutation to attempt to close wounds and heal damage to the target. Doing so requires a Heal skill check of DC 15. A successful roll results in the restoration of 1D8 +1 per 3 points over the DC, in hp. Failure by fewer than 5 points has no effect, and failure by 5 points or more results in 1 point of damage per 5 points below the DC. This damage can cause the target to begin bleeding if below 0 hit points.

The DC for the skill check is increased by +2 for a creature of a humanoid or animal type the caster is unfamiliar with, and by +5 for any creature of another type the caster is unfamiliar with.

This spell has no effect on the undead or constructs.


This. Also, this.


The Boz wrote:
This. Also, this.

Those are both good, but I think have an entirely different flavor and application. Wouldn't you agree?


Infernal Healing is an evil spell. Not cool.

Shadow Lodge

plus it barely heals anything, also not cool


You misunderstood, I was linking those two just to provide evidence that arcane casters have access to healing magic in Pathfinder. Yes, it's either horribly evil or horribly inefficient, but it exists. You shouldn't feel too bad about adding a spell that has some heal functionality, as long as it's outright worse than a Cleric's at the same level.


Makes sense, and that was definitely my intent. Balance along with some flavor. I figured the was similar to the mend spell but since it involved biological understanding that a soul check and more time would be required. Do you think it does enough to minimize the impact a Wizard would have on balance? They would still have limited access and would also have to pump their heal skill to be effective.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I'm working on a Donna's Dozens looking at necromancy and abjuration differently. Basically using raw positive energy (which is the purview of my 'new necromancy' is inefficient but effective. Low levels positive energy gives temp HP. (It's able to heal damage as it occurs, but not restore) High level actually heals, in essense accellerating the healing process.

Shadow Lodge

now that is pretty cool, post those spells here if you would please

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