Zaydos
2009-09-30, 01:29 AM
Okay I decided to attempt a healer class... actually first made it when Miniatures' Handbook came out and I was stunned by how useless the Healer class was (I'd rather play a cleric to heal), but I lost the original copy and remade it with more well useful abilities. I included some good aligned and exalted offensive spells in its spell-list, mainly trying to select light descriptor spells in those cases, because otherwise it would just not be fun to play (all you can do is heal) and I included defense buffs because an ounce of prevention is worth a pound of cure. But I tried to make sure they didn't actually compete with clerics on either of these fronts. I drew their spells from the PHB, Spell Compendium, Book of Exalted Deeds, and PHBII.
At the behest of my PCs I introduced one as an NPC. It's a 5th level game and he's the only non-LA character. He's fought in two encounters, one a random lion encounter where the lion won initiative and reduced the wizard (who hadn't cast mage armor) to -7 hp with his full attack (5 hits) before they killed it with a single crit dealing 60 damage from the barbarian. He had the wizard at full hp within 2 rounds with just 1 1st level spell and had him conscious before the lion even died. The second encounter the rogue tried to scout up on a pair of ogres but one of them got a nat 20 on their listen check and heard her. They climbed up to get to her (a mere move action) and although one failed and fought the rest of the PCs coming to her aid she was stuck alone in melee against an ogre. Thankfully it was at reduced health (sneak attack + magic missile) and the healer made it in time that his aura of healing kept her above negatives while he killed it with a 3 damage spell and then healed her back by the time she was on the ground. So far he has fully healed the party from 2 encounters and the party has used a total of 4 first level spells (3 of them his) with the barbarian owning.
Sacred Healer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Turn Undead, Sacred Healing, Caring Touch, Healing Bonus +1, Divine Spell Failure, Ranged Healing|3|2
2nd|
+1|
+0|
+0|
+3|Aura of Healing 1|4|3|-
3rd|
+1|
+1|
+1|
+3|Touch of Healing (bonus feat), +1 vs Death effects|5|4|2*|-
4th|
+2|
+1|
+1|
+4|Mantle of Healing|6|5|3|-|-
5th|
+2|
+1|
+1|
+4|Aura of Healing 2, Aura of Protection +1|6|6|4|2*|-|-
6th|
+3|
+2|
+2|
+5|Improved Turning +1, Healing Bonus +2, +2 vs Death Effects, Improved Ranged Healing|6|6|5|3|-|-|-
7th|
+3|
+2|
+2|
+5|Empower Healing 3 + Charisma modifier/day |6|6|6|4|2*|-|-|-
8th|
+4|
+2|
+2|
+6|Aura of Healing 3|6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Divine Grace, +3 vs Death Effects|6|6|6|6|4|2*|-|-|-|-
10th|
+5|
+3|
+3|
+7|Aura of Protection +2, Fast Healing 5|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7|Aura of Healing 4, Improved Turning +2, Healing Bonus +3|6|6|6|6|6|4|2*|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Maximize Healing 1 + Charisma modifier/day, +4 vs Death Effects, Greater Ranged Healing|6|6|6|6|6|5|3|-|-|-
13th|
+6/+1|
+4|
+4|
+8|Bonus Divine Feat|6|6|6|6|6|6|4|2*|-|-
14th|
+7/+2|
+4|
+4|
+9|Aura of Healing 5|6|6|6|6|6|6|5|3|-|-
15th|
+7/+2|
+5|
+5|
+9|Aura of Protection +3, +5 vs Death Effects|6|6|6|6|6|6|6|4|2*|-
16th|
+8/+3|
+5|
+5|
+10|Improved Turning +3, Healing Bonus +4|6|6|6|6|6|6|6|5|3|-
17th|
+8/+3|
+5|
+5|
+10|Aura of Healing 6|6|6|6|6|6|6|6|6|4|2*
18th|
+9/+4|
+6|
+6|
+11|Quicken Healing 3/day, +6 vs Death Effects, Supreme Ranged Healing|6|6|6|6|6|6|6|6|5|3
19th|
+10/+5|
+6|
+6|
+11|Revivify|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Aura of Healing 7, Aura of Protection +4, Fast Healing 10|6|6|6|6|6|6|6|6|6|6[/table]
HD: d6.
Skill points per level: 4 + Int.
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Int), and Survival (Wis).
Special Abilities:
Weapon and Armor Proficiencies: Wizard weapons and light armor.
Divine Spell Failure (Ex): A sacred healer does not learn the combat friendly somatic components of other divine spellcasters and as such suffers spell failure as an arcane caster when wearing medium or heavy armor and casting spells as a sacred healer.
Turn Undead (Su): As cleric ability.
Sacred Healing (Ex): You add your Charisma bonus to hp healed with all conjuration (healing) spells you cast. This does not apply to Vigor or other fast healing spells.
Caring Touch (Su): This ability functions as Lay on Hands except based upon your Wisdom modifier instead of Charisma. In addition you may give up 5 points of hp healing to remove fear (as spell) or 1 point of ability damage, you may give up 10 points of hp healing to cure paralysis (as spell), negate hold, stun, or daze, 15 points to cure blindness/deafness, cure disease (as remove disease), or neutralize poison (as neutralize poison), 20 points to cure 1 point of ability drain or remove 1 negative level, 50 points can reverse petrification, 100 points can be used to cure impotency or infertility, and they may expend 120 points to restore a creature that has died within 1 round to life as if with the revivify spell and may add 1 round to the amount of time they may have been dead for an extra 20 points of healing.
Healing Bonus (Ex): You gain the listed bonus as your caster level for all Conjuration (Healing) spells cast as a sacred healer.
Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of 20-ft. If you are using it on a hostile or unwilling creature you must make a ranged touch attack.
Aura of Healing (Su): You produce an aura that grants all known creatures within 60-ft of you which you recognize as allies fast healing equal to the number while at half or less health. This ability requires line of effect, but not line of sight as long as you know they are within the range. This ability does not heal creatures that are damaged by positive energy (such as undead) or that are not healed by it (such as constructs). A side effect is that it promotes growth in plant life over extended durations.
Touch of Healing: They gain the touch of healing reserve feat as a bonus feat.
Bonus on Saves versus Death Effects (Ex): They gain the listed bonus as a sacred bonus on saves against death effects.
Mantle of Healing (Sp): 1/day for a number of rounds equal to 3 + your charisma modifier you can gain a mantle of healing as a swift action. This mantle produces magical light as daylight except is considered a 3rd level spell. In addition you gain fast healing equal to your class level (this does not stack with your aura or any other sources of fast healing). As a move action you can shift the aura to another friendly creature within 30-ft. If you shift the aura it requires a move action each round to prevent the mantle from returning to you. A 3rd level or higher darkness spell negates the light created by the aura but does not negate the healing it provides.
Aura of Protection (Su): Any creature within your Aura of Healing is also warded by an aura of protection granting them a sacred bonus to AC equal to the bonus listed. This only affects those allies at ½ or less health.
Improved Turning (Su): Add the bonus to your effective cleric level for your ability to turn undead.
Improved Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of 40-ft. If you are using it on a hostile or unwilling creature you must make a ranged touch attack.
Empower Healing (Su): 3 + your Charisma bonus times per day you may treat any Conjuration (Healing) spell you cast as if it was empowered. This does not increase the casting time or the level of the affected spell.
Fast Healing (Su): You gain fast healing 5 at all times. At level 20 this doubles to fast healing 10.
Maximize Healing (Su): 1 + your Charisma bonus times per day you may treat any Conjuration (Healing) spell you cast as if it was maximized. This does not increase the casting time or the level of the affected spell.
Greater Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of 60-ft. If you are using it on a hostile or unwilling creature you must make a ranged touch attack.
Bonus Divine Feat: You gain 1 bonus divine feat of your choice.
Quick Healing (Su): 3 times per day you may treat any Conjuration (Healing) spell you cast as if it was quickened. This does not increase the casting time or the level of the affected spell.
Supreme Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of close (25-ft +5-ft/2 caster levels). You no longer need to make a ranged touch attack to target hostile creatures.
Revivify (Su): 1/day you may use Revivify as a supernatural ability, unlike the spell you may use this ability on any creature within 60-ft and line of sight and effect. When you use this ability you are fatigued till the end of the encounter.
Spell Casting: Like a warmage, beguiler, or dread necromancer a sacred healer knows their entire spell-list and casts spells spontaneously. They are limited though in the use of slots marked with a *, these slots may only be used to prepare or cast Cure or Heal spells and if all their slots of a certain level are marked with * then they only learn any Cure or Heal spells of that level. Although a healer can be of any alignment only a good aligned healer may cast any spell marked as exalted, and evil aligned healers may not cast any spell with the good descriptor.
Sacred Healers use their Charisma to determine Spells per Day and the Save DCs for their spells
Spell List:
0- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Disrupt Undead, Light, Purify Food and Drink, Resistance, Virtue.
Wizard Spells: Dancing Lights.
1- Bless Water, Cure Light Wounds, Deathwatch, Detect Good/Evil, Detect Undead, Endure Elements, Healthful Aura, Invest Light Protection, Ironguts, Lesser Vigor, Light of Lunia, Nimbus of Light, Remove Fear, Resurgence, Sanctuary.
From Druid’s List: Faerie Fire
From Wizard’s List: Lantern’s Light, Luminous Gaze
2- Align Weapon, Body Ward, Calm Emotions, Close Wounds, Consecrate, Continual Flame, Cure Moderate Wounds, Delay Poison, Gentle Repose, Healing Lorecall, Hide from Undead, Lesser Restoration, Lesser Spell Immunity, Light of Faith, Light of Mercuria, Protection from Evil, Protection from Negative Energy, Remove Paralysis, Resist Energy, Shield of Faith, Shield Other, Soul Ward, Spawn Screen, Stabilize, Status, Summon Elysium Thrush.
Exalted: Ayallia’s Radiant Burst, Luminous Armor.
From Wizard’s List: False Life, Life Bolt, Pyrotechnics, Shadow Radiance, Whelm
3- Channeled Divine Chield, Cloak of Bravery, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Energy Aegis, Ghost Touch Weapon, Glowing Orb, Holy Storm, Invest Moderate Protection, Light of Venya, Light of Wisdom, Mantle of Good, Mass Lesser Vigor, Mass Resist Energy, Mass Resurgence, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Spark of Life, Speak with Dead, Vigor, Wall of Light.
Exalted: Brilliant Lumination, Phieran’s Resolve
From Wizard’s List: Flashburst, Stars of Arvandor, Whelming Blast
4- Channeled Divine Health, Contingent Energy Resistance, Cure Critical Wounds, Deathward, Delay Death, Greater Resistance, Healing Spirit, Light of Purity, Magic Circle against Evil, Make Manifest, Mass Align Weapon, Neutralize Poison, Positive Energy Aura, Renewed Vigor, Restoration, Revenance, Sacred Item, Seed of Life, Sheltered Vitality, Spell Immunity, Undead Bane Weapon, Wall of Good.
Exalted: Greater Luminous Armor, Sunmantle
From Wizard’s List: Blistering Radiance, Celestial Fog, Inevitable Defeat, Radiant Fog, Radiant Shield
5- Atonement, Blessing of the Righteous, Break Enchantment, Darts of Life, Dismissal, Dispel Evil, Disrupting Weapon, Greater Vigor, Hallow, Healing Circle, Incorporeal Nova, Invest Heavy Protection, Life’s Grace, Magic Convalescence, Mass Cure Light Wounds, Mass Sanctuary, Mass Shield of Faith, Radiance, Raise Dead, Revivify, Spell Resistance, Wall of Dispel Magic.
Exalted: Curtain of Light, Sicken Evil
From Wizard’s List: Lucent Lance, Mass Whelm
6- Animate Objects, Energy Immunity, Greater Detect Magic, Heal, Heroes’ Feast, Light of Courage, Mass Cure Moderate Wounds, Mass Make Manifest, Revive Outsider, Superior Resistance, Undeath to Death, Vigorous Circle.
Exalted: Storm of Shards
From Wizard’s List: Brilliant Blade, Ray of Light, Starmantle, Sunbeam
7- Forbiddance, Fortunate Fate, Greater Restoration, Mass Cure Serious Wounds, Mass Restoration, Mass Spell Resistance, Radiant Assault, Regenerate, Rejuvenating Light, Renewal Pact, Resurrection, Righteous Burst.
Exalted: Phoenix Fire
From Wizard’s List: Eladrin Form, Sunburst
8- Brilliant Aura, Chain Dispel, Death Pact, Greater Spell Immunity, Holy Aura, Holy Word, Mass Cure Critical Wounds, Mass Death Ward, Wall of Greater Dispel Magic.
From Wizard’s List:Overwhelm
9- Genesis, Mass Heal, True Resurrection, Undeath’s Eternal Foe.
Exalted: Armeggedon, Exalted Fury.
From Wizard’s List: Blinding Glory
Domain: Moonfire
So please any comments or suggestions.
Edit: I finally realized it was never clear what stat their casting was based on. I decided to go with the less MAD decision of Charisma (synergy with 3 class features while Wisdom only has synergy with 1).
At the behest of my PCs I introduced one as an NPC. It's a 5th level game and he's the only non-LA character. He's fought in two encounters, one a random lion encounter where the lion won initiative and reduced the wizard (who hadn't cast mage armor) to -7 hp with his full attack (5 hits) before they killed it with a single crit dealing 60 damage from the barbarian. He had the wizard at full hp within 2 rounds with just 1 1st level spell and had him conscious before the lion even died. The second encounter the rogue tried to scout up on a pair of ogres but one of them got a nat 20 on their listen check and heard her. They climbed up to get to her (a mere move action) and although one failed and fought the rest of the PCs coming to her aid she was stuck alone in melee against an ogre. Thankfully it was at reduced health (sneak attack + magic missile) and the healer made it in time that his aura of healing kept her above negatives while he killed it with a 3 damage spell and then healed her back by the time she was on the ground. So far he has fully healed the party from 2 encounters and the party has used a total of 4 first level spells (3 of them his) with the barbarian owning.
Sacred Healer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Turn Undead, Sacred Healing, Caring Touch, Healing Bonus +1, Divine Spell Failure, Ranged Healing|3|2
2nd|
+1|
+0|
+0|
+3|Aura of Healing 1|4|3|-
3rd|
+1|
+1|
+1|
+3|Touch of Healing (bonus feat), +1 vs Death effects|5|4|2*|-
4th|
+2|
+1|
+1|
+4|Mantle of Healing|6|5|3|-|-
5th|
+2|
+1|
+1|
+4|Aura of Healing 2, Aura of Protection +1|6|6|4|2*|-|-
6th|
+3|
+2|
+2|
+5|Improved Turning +1, Healing Bonus +2, +2 vs Death Effects, Improved Ranged Healing|6|6|5|3|-|-|-
7th|
+3|
+2|
+2|
+5|Empower Healing 3 + Charisma modifier/day |6|6|6|4|2*|-|-|-
8th|
+4|
+2|
+2|
+6|Aura of Healing 3|6|6|6|5|3|-|-|-|-|-
9th|
+4|
+3|
+3|
+6|Divine Grace, +3 vs Death Effects|6|6|6|6|4|2*|-|-|-|-
10th|
+5|
+3|
+3|
+7|Aura of Protection +2, Fast Healing 5|6|6|6|6|5|3|-|-|-|-
11th|
+5|
+3|
+3|
+7|Aura of Healing 4, Improved Turning +2, Healing Bonus +3|6|6|6|6|6|4|2*|-|-|-
12th|
+6/+1|
+4|
+4|
+8|Maximize Healing 1 + Charisma modifier/day, +4 vs Death Effects, Greater Ranged Healing|6|6|6|6|6|5|3|-|-|-
13th|
+6/+1|
+4|
+4|
+8|Bonus Divine Feat|6|6|6|6|6|6|4|2*|-|-
14th|
+7/+2|
+4|
+4|
+9|Aura of Healing 5|6|6|6|6|6|6|5|3|-|-
15th|
+7/+2|
+5|
+5|
+9|Aura of Protection +3, +5 vs Death Effects|6|6|6|6|6|6|6|4|2*|-
16th|
+8/+3|
+5|
+5|
+10|Improved Turning +3, Healing Bonus +4|6|6|6|6|6|6|6|5|3|-
17th|
+8/+3|
+5|
+5|
+10|Aura of Healing 6|6|6|6|6|6|6|6|6|4|2*
18th|
+9/+4|
+6|
+6|
+11|Quicken Healing 3/day, +6 vs Death Effects, Supreme Ranged Healing|6|6|6|6|6|6|6|6|5|3
19th|
+10/+5|
+6|
+6|
+11|Revivify|6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12|Aura of Healing 7, Aura of Protection +4, Fast Healing 10|6|6|6|6|6|6|6|6|6|6[/table]
HD: d6.
Skill points per level: 4 + Int.
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Int), and Survival (Wis).
Special Abilities:
Weapon and Armor Proficiencies: Wizard weapons and light armor.
Divine Spell Failure (Ex): A sacred healer does not learn the combat friendly somatic components of other divine spellcasters and as such suffers spell failure as an arcane caster when wearing medium or heavy armor and casting spells as a sacred healer.
Turn Undead (Su): As cleric ability.
Sacred Healing (Ex): You add your Charisma bonus to hp healed with all conjuration (healing) spells you cast. This does not apply to Vigor or other fast healing spells.
Caring Touch (Su): This ability functions as Lay on Hands except based upon your Wisdom modifier instead of Charisma. In addition you may give up 5 points of hp healing to remove fear (as spell) or 1 point of ability damage, you may give up 10 points of hp healing to cure paralysis (as spell), negate hold, stun, or daze, 15 points to cure blindness/deafness, cure disease (as remove disease), or neutralize poison (as neutralize poison), 20 points to cure 1 point of ability drain or remove 1 negative level, 50 points can reverse petrification, 100 points can be used to cure impotency or infertility, and they may expend 120 points to restore a creature that has died within 1 round to life as if with the revivify spell and may add 1 round to the amount of time they may have been dead for an extra 20 points of healing.
Healing Bonus (Ex): You gain the listed bonus as your caster level for all Conjuration (Healing) spells cast as a sacred healer.
Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of 20-ft. If you are using it on a hostile or unwilling creature you must make a ranged touch attack.
Aura of Healing (Su): You produce an aura that grants all known creatures within 60-ft of you which you recognize as allies fast healing equal to the number while at half or less health. This ability requires line of effect, but not line of sight as long as you know they are within the range. This ability does not heal creatures that are damaged by positive energy (such as undead) or that are not healed by it (such as constructs). A side effect is that it promotes growth in plant life over extended durations.
Touch of Healing: They gain the touch of healing reserve feat as a bonus feat.
Bonus on Saves versus Death Effects (Ex): They gain the listed bonus as a sacred bonus on saves against death effects.
Mantle of Healing (Sp): 1/day for a number of rounds equal to 3 + your charisma modifier you can gain a mantle of healing as a swift action. This mantle produces magical light as daylight except is considered a 3rd level spell. In addition you gain fast healing equal to your class level (this does not stack with your aura or any other sources of fast healing). As a move action you can shift the aura to another friendly creature within 30-ft. If you shift the aura it requires a move action each round to prevent the mantle from returning to you. A 3rd level or higher darkness spell negates the light created by the aura but does not negate the healing it provides.
Aura of Protection (Su): Any creature within your Aura of Healing is also warded by an aura of protection granting them a sacred bonus to AC equal to the bonus listed. This only affects those allies at ½ or less health.
Improved Turning (Su): Add the bonus to your effective cleric level for your ability to turn undead.
Improved Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of 40-ft. If you are using it on a hostile or unwilling creature you must make a ranged touch attack.
Empower Healing (Su): 3 + your Charisma bonus times per day you may treat any Conjuration (Healing) spell you cast as if it was empowered. This does not increase the casting time or the level of the affected spell.
Fast Healing (Su): You gain fast healing 5 at all times. At level 20 this doubles to fast healing 10.
Maximize Healing (Su): 1 + your Charisma bonus times per day you may treat any Conjuration (Healing) spell you cast as if it was maximized. This does not increase the casting time or the level of the affected spell.
Greater Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of 60-ft. If you are using it on a hostile or unwilling creature you must make a ranged touch attack.
Bonus Divine Feat: You gain 1 bonus divine feat of your choice.
Quick Healing (Su): 3 times per day you may treat any Conjuration (Healing) spell you cast as if it was quickened. This does not increase the casting time or the level of the affected spell.
Supreme Ranged Healing (Su): You can cast any conjuration (healing) spell that has a range of touch with a range of close (25-ft +5-ft/2 caster levels). You no longer need to make a ranged touch attack to target hostile creatures.
Revivify (Su): 1/day you may use Revivify as a supernatural ability, unlike the spell you may use this ability on any creature within 60-ft and line of sight and effect. When you use this ability you are fatigued till the end of the encounter.
Spell Casting: Like a warmage, beguiler, or dread necromancer a sacred healer knows their entire spell-list and casts spells spontaneously. They are limited though in the use of slots marked with a *, these slots may only be used to prepare or cast Cure or Heal spells and if all their slots of a certain level are marked with * then they only learn any Cure or Heal spells of that level. Although a healer can be of any alignment only a good aligned healer may cast any spell marked as exalted, and evil aligned healers may not cast any spell with the good descriptor.
Sacred Healers use their Charisma to determine Spells per Day and the Save DCs for their spells
Spell List:
0- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Disrupt Undead, Light, Purify Food and Drink, Resistance, Virtue.
Wizard Spells: Dancing Lights.
1- Bless Water, Cure Light Wounds, Deathwatch, Detect Good/Evil, Detect Undead, Endure Elements, Healthful Aura, Invest Light Protection, Ironguts, Lesser Vigor, Light of Lunia, Nimbus of Light, Remove Fear, Resurgence, Sanctuary.
From Druid’s List: Faerie Fire
From Wizard’s List: Lantern’s Light, Luminous Gaze
2- Align Weapon, Body Ward, Calm Emotions, Close Wounds, Consecrate, Continual Flame, Cure Moderate Wounds, Delay Poison, Gentle Repose, Healing Lorecall, Hide from Undead, Lesser Restoration, Lesser Spell Immunity, Light of Faith, Light of Mercuria, Protection from Evil, Protection from Negative Energy, Remove Paralysis, Resist Energy, Shield of Faith, Shield Other, Soul Ward, Spawn Screen, Stabilize, Status, Summon Elysium Thrush.
Exalted: Ayallia’s Radiant Burst, Luminous Armor.
From Wizard’s List: False Life, Life Bolt, Pyrotechnics, Shadow Radiance, Whelm
3- Channeled Divine Chield, Cloak of Bravery, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Energy Aegis, Ghost Touch Weapon, Glowing Orb, Holy Storm, Invest Moderate Protection, Light of Venya, Light of Wisdom, Mantle of Good, Mass Lesser Vigor, Mass Resist Energy, Mass Resurgence, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Spark of Life, Speak with Dead, Vigor, Wall of Light.
Exalted: Brilliant Lumination, Phieran’s Resolve
From Wizard’s List: Flashburst, Stars of Arvandor, Whelming Blast
4- Channeled Divine Health, Contingent Energy Resistance, Cure Critical Wounds, Deathward, Delay Death, Greater Resistance, Healing Spirit, Light of Purity, Magic Circle against Evil, Make Manifest, Mass Align Weapon, Neutralize Poison, Positive Energy Aura, Renewed Vigor, Restoration, Revenance, Sacred Item, Seed of Life, Sheltered Vitality, Spell Immunity, Undead Bane Weapon, Wall of Good.
Exalted: Greater Luminous Armor, Sunmantle
From Wizard’s List: Blistering Radiance, Celestial Fog, Inevitable Defeat, Radiant Fog, Radiant Shield
5- Atonement, Blessing of the Righteous, Break Enchantment, Darts of Life, Dismissal, Dispel Evil, Disrupting Weapon, Greater Vigor, Hallow, Healing Circle, Incorporeal Nova, Invest Heavy Protection, Life’s Grace, Magic Convalescence, Mass Cure Light Wounds, Mass Sanctuary, Mass Shield of Faith, Radiance, Raise Dead, Revivify, Spell Resistance, Wall of Dispel Magic.
Exalted: Curtain of Light, Sicken Evil
From Wizard’s List: Lucent Lance, Mass Whelm
6- Animate Objects, Energy Immunity, Greater Detect Magic, Heal, Heroes’ Feast, Light of Courage, Mass Cure Moderate Wounds, Mass Make Manifest, Revive Outsider, Superior Resistance, Undeath to Death, Vigorous Circle.
Exalted: Storm of Shards
From Wizard’s List: Brilliant Blade, Ray of Light, Starmantle, Sunbeam
7- Forbiddance, Fortunate Fate, Greater Restoration, Mass Cure Serious Wounds, Mass Restoration, Mass Spell Resistance, Radiant Assault, Regenerate, Rejuvenating Light, Renewal Pact, Resurrection, Righteous Burst.
Exalted: Phoenix Fire
From Wizard’s List: Eladrin Form, Sunburst
8- Brilliant Aura, Chain Dispel, Death Pact, Greater Spell Immunity, Holy Aura, Holy Word, Mass Cure Critical Wounds, Mass Death Ward, Wall of Greater Dispel Magic.
From Wizard’s List:Overwhelm
9- Genesis, Mass Heal, True Resurrection, Undeath’s Eternal Foe.
Exalted: Armeggedon, Exalted Fury.
From Wizard’s List: Blinding Glory
Domain: Moonfire
So please any comments or suggestions.
Edit: I finally realized it was never clear what stat their casting was based on. I decided to go with the less MAD decision of Charisma (synergy with 3 class features while Wisdom only has synergy with 1).