Magus Healing


Rules Questions


Other than multi-classing, is there a way for a Magus to have access to the Cure Light Wounds spell?


Playing a Samsaran can get them on the list, the Harmonic and Jinx Blending Magus arcana let you take spells from the Bard and Witch list respectively (but those Arcana are 3rd party I believe, so, ya know...). Those are the ways that come to mind at the moment.


Why do you need them to have cure light? They have access to infernal healing which does good healing for a lv1 spell.

Scarab Sages

The Hexcrafter archetype can take the Witch's Cure Hex.


The Puppetmaster archetype has access to the Bard spell list and so can cast Cure Light Wounds.


There are also several Improved Familiars that have healing abilities.

Silvanshee Agathion: Lay On Hands as 2nd level Paladin

Harbinger Archon: Cure Light Wounds 3/day

Lyrakien Azata: Cure Light Wounds 1/day

Homunculus: Cure Light Wounds 1/day (Requires the Spell-Like Ability improvement from the Alchemy Manual)


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Chess Pwn wrote:
Why do you need them to have cure light? They have access to infernal healing which does good healing for a lv1 spell.

My guess would be using happy sticks wands of cure light wounds without making Use Magic Device check each activation...


Drejk wrote:
Chess Pwn wrote:
Why do you need them to have cure light? They have access to infernal healing which does good healing for a lv1 spell.
My guess would be using happy sticks wands of cure light wounds without making Use Magic Device check each activation...

Unless you're combat healing, infernal healing is far superior for healing to cure light wounds. As he can already cast infernal healing, it makes one question why cure light wounds.

Really to understand how to help the OP we need to know why he wants CLW. For instance, wand use can be easily gotten be being a 1/2 elf with the racial trait Arcane Training however that doesn't involve being able to cast the spell.


Flagging for a move to the Advice forum. This isn't a rules question.


I was thinking on the lines of curing in battle for emergencies. Infernal Healing would work out of battle but then you dread into the 'darkside' so to speak with the taint of evil if you have a paladin in the group casting his detection gaze at you.

Also, the Samsaran could work but then you have to contend with the blue skin which most town folk might give you an odd look or otherwise treat you as some 'undesirable' if they are less tolerant to normal looking folk.

Puppetmaster might work but then you give up the kewl offensive magus spell combat as you can only use enchantment or illusion spells with it.

Thank you for all the advice!


In combat healing generally isn't worth it. As for infernal healing, as of Arcane Anthology, there is now a celestial version.


Prince Yyrkoon wrote:
In combat healing generally isn't worth it. As for infernal healing, as of Arcane Anthology, there is now a celestial version.

The celestial version isn't even worth mentioning. It's just horrible. If any spell is an evil plot, it's celestial healing as any good creature counting on it to do anything useful will be in trouble. I mean, it literally does NOTHING for a 1st level caster... :P

Carrion: 1/2 elf with the racial trait Arcane Training works. A wand or cure light wounds isn't exactly great though as you're looking at 1st level casting [1d8+1] and 2 hp healed doesn't alter the parties fortunes very much.


graystone wrote:
Prince Yyrkoon wrote:
In combat healing generally isn't worth it. As for infernal healing, as of Arcane Anthology, there is now a celestial version.

The celestial version isn't even worth mentioning. It's just horrible. If any spell is an evil plot, it's celestial healing as any good creature counting on it to do anything useful will be in trouble. I mean, it literally does NOTHING for a 1st level caster... :P

Carrion: 1/2 elf with the racial trait Arcane Training works. A wand or cure light wounds isn't exactly great though as you're looking at 1st level casting [1d8+1] and 2 hp healed doesn't alter the parties fortunes very much.

I didn't see the duration CH. That is remarkably terrible


Wow... just wow. There's an alarming number of times lately where I ask myself "who wrote that s&!%?". I mean, seriously, I could probably sue the author for insulting my eyes or something.

Well, since I've yet to hear a single argument that's not completly ridiculous why Infernal Healing is evil, I'll just continue to use that. (If you have a paladin in your group, explain to him what a "false positive" is.)

@Carrion: Basically, three things have to be true for infight healing to be good:
1. The target needs to have a high chance of taking damage next round.
2. Your healing needs to have a high chance of makeing a difference.
3. There have to be no controlling or offensive actions you can take that have a high chance of removing the source of damage.

If the wizard is at 2 HP and the only enemy needs to roll a double natural 20 to kill him, you should not.
If the wizard is at 2 HP, an enemy hit will do 40 damage on average and your heal for 10 on average, you should not heal.
If the wizard is at 20 HP and the enemies need to do multiple crits to do more than 10 damage, you should not heal.
If you have a 50% chance to save the wizard by healing him, and a 75% chance to kill the enemy by spellstriking him, you should not heal.
If your three party members are at 2 HP and whoever the last enemy will target will drop to -5, you should Channel Energy. If you don't have that, you should not heal.
If the wizard is at 40 HP and takes takes 50 damage every round, you should use Heal (the spell). If you don't have that, you should not heal.
If the wizard is at 2 HP next to a Wall of Fire, you should heal.

Short version is, unless you have full progression Channel Energy (with supporting feats), or the Heal spells, you're probably better of killing or disabling the enemy. Dead desperados don't do damage!


A Ring of Spell Knowledge Type II. 6000 gp, it adds spell loaded in it to your spell list. Counts as a level two spell since not on the Magus list for storage, but it is on a Bard list, so counts as Arcane and can be loaded.


Rhaleroad wrote:
A Ring of Spell Knowledge Type II. 6000 gp, it adds spell loaded in it to your spell list. Counts as a level two spell since not on the Magus list for storage, but it is on a Bard list, so counts as Arcane and can be loaded.

I don't believe the Magus can use that item.

OGC wrote:
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.


Zantigar wrote:
Rhaleroad wrote:
A Ring of Spell Knowledge Type II. 6000 gp, it adds spell loaded in it to your spell list. Counts as a level two spell since not on the Magus list for storage, but it is on a Bard list, so counts as Arcane and can be loaded.

I don't believe the Magus can use that item.

OGC wrote:
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.

Eldritch Scion could, but that has its own issues.


Carrion wrote:
Other than multi-classing, is there a way for a Magus to have access to the Cure Light Wounds spell?

A decent UMD skill score and a wand of cure light wounds.


Humans can replace their skilled racial trait for Fey Magic, choosing one 1st level spell from the Druid list usable in one (Ranger favoured) terrain. So you could cast Cure Light Wounds once per day while in an appropriate location.

Though I, as others have before me, am confused as to why this is so important for a magus. Get a potion for those in-dire-need-of-combat-healing situations.


Drahliana Moonrunner wrote:
Carrion wrote:
Other than multi-classing, is there a way for a Magus to have access to the Cure Light Wounds spell?
A decent UMD skill score and a wand of cure light wounds.

And if you don't want to put a lot into UMD just for this, a Wand Key Ring (Cure Light Wounds) will give you a +10 insight bonus on your UMD check.

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