View Full Version : Arcane Healing

2010-03-13, 03:56 PM
Im playing a rediculus character idea, a Spellwarped Aasimar Wizard. My DM rules that instead of actually increasing your ECL, LA just starts you out short of exp by the amount that would have been necessary to gain a level if you'd started out at the minimum with that LA. I.E. my 4 LA would set me back the amount of XP it takes to get from 4-5. Since we're starting at level 10, this means my charater will start just short of 9th level.

After all that unecessary background, what Im trying to do is find a way tog et cure spells as a wizard. I have fairly high stats due to the templates and race. Currently at Str - 20 Dex - 10 Con - 18 Wis - 18 Int - 20 Charisma -13. So I qualify for most feats and such.

The ideas I've come up with so far:

Arcane Disciple: Healing Domain. - 1 Healing spell per spell level
-Combined with Spontaenous Healing feat for another (wis mod) number of converted healing spells per day.

Extra Spell feat for Cure Serious Wounds would give me a fair number of heals in my 3rd level castings. If I speciliazed in Conjuration I would gain 1 more, plus an extra slot for meta-magiced heals.

Are there any other ways?

2010-03-13, 03:57 PM
Permanent wands?

2010-03-13, 04:03 PM
Would I have to have the spells on my spell list still to use them most effectively?

Sinfire Titan
2010-03-13, 04:04 PM
Don't bother using spell slots to heal people unless you can cast Heal itself. Use magic items. Here's a better way of going about it. (,_why_you_will_be_J ust_Fine_without_a_Cleric_to_heal)+why+you+don't+n eed+a+cleric+to+heal&cd=1&hl=en&ct=clnk&gl=us)

2010-03-13, 04:07 PM
Let's see... technically, these aren't cure spells, but ways to get HP healing for others

Touch of Healing Reserve Feat (Complete Champion - you'll need to add some way to get a Conjuration(Healing) spell on top of this)
Draconic Aura (Vigor): Dragon Magic + PHB II
Summon Elemental (Complete Mage) + Vampiric weapon (Magic Item Compendium). Hand weapon to the guy who needs healing, Summon an elemental, have the hurt guy beat up the elemental. Once it's dead, Summon another, and repeat until the hurt guy isn't hurt anymore.
Minor Shapeshift (Complete Mage) + Vampiric Weapon (Magic Item Compendium) - although this one HURTS.

2010-03-13, 04:14 PM
Do you have PrCs lined up already? You could take a 2-level dip in the Trickster-variant Spellthief, which would let you convert 1st level spells into Cure Light Wounds. Then you could either go into Ultimate Magus or Unseen Seer, to advance your Wizard spellcasting and either your Spellthief spellcasting or your sneak attack.

2010-03-13, 04:16 PM
Essentially my problem is I tend to be a fairly heavy optimizer, but my party is not. They know how, but are the type to beleive roleplaying and optimization are mutually exclusive. So Im attempting to work out a class/race/role combination that in some way artificially limits me from being too strong, putting a healing focus on a wizard was one way of doing that. My original idea had just been a basic cleric, but I was rapidly outpacing the other characters just building it in my standard fashion.


My real goal is a versitile character. I like having as many spells available as I can,so I can prepare lots of off the wall stuff, like walls of stone and stone shape, just random sometimes useful spells, without impacting my ability to help too much.

My character is going to be moderately insane, in the mumbling to himself and has occassional flashes of insight way. Id originally intended to play a mystic theurge, but the DM veto'd any and all early entry methods despite admitting how much weaker they are then other dual progression classes. I was still tempted but the fact is, between levels 10-16 where we will be playing, a stock mystic theurge has less actual spells per day then a straight wizard, let alone elven generalists or focus'd specialists. So it seemed a waste.

2010-03-13, 04:27 PM
Lesser Planar Binding + Bralani Eladrin/Protectar

Dr Bwaa
2010-03-13, 04:40 PM
The best, simplest healing easily available to arcane casters comes through simple Summon Monster X spells.

2010-03-14, 03:58 AM
I once did an arcane healer

human Combat Wizard 5/Combat medic 5/Wyrm Wizard

1)Dragontouched, (Human) Dragon Heritage(Gold), (Wizard) Dodge, (Flaw) Arcane Disciple (Healing)
3)Combat Casting
6)Spontaneus Healing

You need a pretty high WIS, but may cast the cure and heal spells spontaneusly. Wyrm Wizard is for all the other useful spells like revivify and regeneration and so on...

quite flavorful in my eyes. the amount of levels of wyrm wizard depends on your optimization levels, because it loses casterlevels...

Oh, I forgot to mention that you'll get spontaneus Heal at level 10 :-)

2010-03-14, 04:07 AM
Play a Spell to Power Erudite instead and get Bard healing free. :smalltongue:

Extra Spell doesn't work, because heals aren't on your spell list.

Taking Ur-Priest (and then Mystic Theurge) levels can work.

Abusing negative energy and Tomb-Tainted Soul can work.

Eternal Wands are good, though, because they work for any arcane character.

2010-03-14, 04:11 AM
Ask if you can be a PF witch. It has cure X and goes up to heal. A mix between wizard and druid spellcasting is fairly accurate, set spell list with a familiar to determine extra spells.

Fairly fun class, INT based. Free download from paizo: http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy8daf

2010-03-14, 09:48 AM
There's that ridiculous spell in Dwagon Magic that lets you convert spell slots into "pure dwaconic life energy" and heal yourself by burning through your entire contingent of slots. It's range: personal, but I think there's a PrC that gets around that (Spellguard of Silverymoon?). Oh, and it's Sorcerer only, but you can get around that with Wyrm Wizard or Recaster or something.

So you'll be jumping through a ton of hoops to get a really bad spell and use it in a strange way. Seems like just what you want if you're hoping to limit your power.