Dryad
2011-05-15, 06:25 PM
Hey, everyone!
I really wanted to make a dedicated healer class for 3.5/Pathfinder/other compatible system/game, because so far, I haven't seen that many of them. The 'standard' cleric packs quite the punch, and I often get the feel that everything is about damage..
So here is my try at making a class where everything is about healing!
I'm not quite sure about the balance; I was aiming for reasonably powerful; maybe a tier 3 class.
Anyway; here goes:
Field Medic:
A field medic makes a poor warrior on any battlefield. However, her prowess with healing makes her an invaluable addition to any group. Unlike other classes with the ability to heal, Field Medics are focussed purely on healing and protecting others.
Field Medic adventurers are usually mercenaries; paid to do a job, and do it well. Their forte is to keep the group going, to motivate people, and to keep a level head in hard times. Their own reasons for doing what they do, and choosing the job of medic over other combat positions, are their own. They do not gain their power from deities, but from their own insights in the world.
As such, Field Medics can be of any alignment, but after a long time on the job, many show signs of dark humour, cynicism, and more than a few have developed a taste for alcohol.
Races: Field Medics can be of any race. Most usually, though, they are humans. Their sturdy physique combined with their adaptability makes them great Field Medics. Dwarves are also drawn to the job.
Religion: Field Medics may follow a deity devoutly or even ignore religion altogether; to some, deities are the basis of their power, while to others, deities are something they want to be as far away from as possible.
As such, there is no set religion for Field Medics, even though they are unlikely to follow deities of destruction or secret learning. If a Field Medic is at all religious, she’s most likely to be attracted to deities with domains such as Healing, Nature, War and Death.
Class skills:
Acrobatics, Diplomacy, heal, knowledge: Nature, survival, climb, jump, swim, ride, craft, spot, listen, profession
Skill points: 4+int (x4 at first level)
Weapon and armour proficiencies: Light armour, medium armour, heavy armour, small shields, large shields, tower shield and simple weapons.
HD: d10
Spellcasting: Field Medics gain a large number of Divine spells each day, and their casting ability depends on their wisdom score. In order to cast a spell, the Field Medic must have a Wisdom score equal to 10+spell’s level.
Field Medics must prepare their spells each day after a full night’s rest.
Field Medic
{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|
+o|
+2|
+0|
+2|Bounding Helper I|4|4
2nd|
+1|
+3|
+0|
+3|Healing Affinity I|5|5|0
3rd|
+1|
+3|
+1|
+3|Bounding Helper II|5|6|1|-
4th|
+2|
+4|
+1|
+4|Field Hospital|5|6|2|0|-
5th|
+2|
+4|
+1|
+4|Bounding Helper III|5|6|3|1|-|-
6th|
+3|
+5|
+2|
+5|Healing Affinity II|5|6|4|2|0|-|-
7th|
+3|
+5|
+2|
+5|Bounding Helper IV|5|6|5|3|1|-|-|-
8th|
+4|
+6|
+2|
+6|Swift Heal|5|6|6|4|2|0|-|-|-|-
9th|
+4|
+6|
+3|
+6|Bounding Helper V|5|6|6|5|3|1|-|-|-|-
10th|
+5|
+7|
+3|
+7|Healing Wings|5|6|6|6|4|2|0|-|-|-
11th|
+5|
+7|
+3|
+7|Funnel Energy (1/day)|5|6|6|6|5|3|1|-|-|-
12th|
+6/+1|
+8|
+4|
+8|Healing Affinity III|5|6|6|6|6|4|2|0|-|-
13th|
+6/+1|
+8|
+4|
+8|Funnel Energy (2/day)|5|6|6|6|6|5|3|1|-|-
14th|
+7/+2|
+9|
+4|
+9|Fast Triage I|5|6|6|6|6|6|4|2|0|-
15th|
+7/+2|
+9|
+5|
+9|Funnel Energy (3/day)|5|6|6|6|6|6|5|3|1|-
16th|
+8/+3|
+10|
+5|
+10|Fast Triage II|5|6|6|6|6|6|6|4|2|0
17th|
+8/+3|
+10|
+5|
+10|Funnel Energy (4/day)|5|6|6|6|6|6|6|5|3|1
18th|
+9/+4|
+11|
+6|
+11|Cure Anything|5|6|6|6|6|6|6|6|4|2
19th|
+9/+4|
+11|
+6|
+11|Funnel Energy (5/day)|5|6|6|6|6|6|6|6|5|3
20th|
+10/+5|
+12|
+6|
+12|Expert Healer|5|6|6|6|6|6|6|6|6|4[/table]
Lvl 1: Bounding Helper I. At first level, a Field Medic learns that speed is key. In order to reach her triage target quickly, she has learnt to ignore armour check penalties and speed penalties imposed by armour when she has a cure or inflict spell ready to heal an allied target. These penalties can only be ignored when she’s moving to the target of her spell.
Furthermore, Field Medics may always ignore the weight of their equipped armour and shield for the purposes of encumbrance.
Lvl 2: Healing Affinity I. At second level and from then onward, a Field Medic may spontaneously cast Cure or Inflict spells. In order to do so, she must sacrifice a prepared spell, and the Cure or Inflict spell always equals the spell level of the spell sacrificed. The Cure and Inflict spells gained through this method cannot be used offensively.
In addition, the target of this spell gains damage reduction equal to (1 per spell level)/- until the end of their next turn. (Courtesy: Veklim)
Lvl 3: Bounding Helper II. When moving towards the target of a Cure or Inflict spell, the Field Medic gains the benefits of the Mobility feat.
Lvl 4: Field Hospital. With a dc 15 survival check, a Field Medic can arrange a Field Hospital. In a Field Hospital, the Field Medic can give constant care to a number of patients equal to her Wisdom modifier simultaneously. Building a Field Hospital takes one hour.
Lvl 5: Bounding Helper III. When moving towards the target of a Cure or Inflict spell, the Field Medic gains an additional 10 feet of movement during that turn.
Lvl 6: Healing Affinity II. When restoring hit points through the use of a spontaneously cast Cure or Inflict spell, the Field Medic may increase the dice rolled from d8’s to d10’s.
In addition, the target of your spontaneously cast Cure or Inflict spells gain an insight bonus to their attack rolls equal the spell's level, or increase the save dc of their spells by half the spell's level, rounded down. Both of these effects last until the end of the target's next turn. (Courtesy: Veklim)
Lvl 7: Bounding Helper IV. The Field Medic gains all of the Bounding Helper benefits continuously, without the prerequisites of moving towards a Cure or Inflict target.
Lvl 8: Swift Heal. A Field Medic can restore a number of hit points equal to half her class level to a friendly target as a free action. This ability can be used a number of times equal to her constitution modifier (if the Field Medic does not have a constitution score, use her Charisma modifier, instead) with a minimum of 1. In order to Swift Heal a target, the target must be within touch range.
Lvl 9: Bounding Helper V. When an ally is dropped prone or reduced to zero hit points or less within charge range of the Field Medic, the Field Medic may immediately make a bull rush attack against an enemy adjacent to the ally who triggered this ability. The Field Medic is treated as having a full Base Attack Bonus for this bull rush attempt, and gains a bonus to the Bull Rush equal to her Shield Armour bonus plus the shield’s enhancement bonus, if any. If the Bull Rush attempt is successful, the Field Medic may immediately cast a Cure or Inflict spell on the triggering ally without provoking an attack of opportunity, though this spell uses up a spell slot four levels higher than its actual level
Lvl 10: Healing Wings. A Field Medic may summon a familiar. For the purposes of this familiar, treat the Field Medic’s level as if she were a Wizard or Sorcerer. A Field Medic may choose any familiar she meets the prerequisites for, but the familiar she chooses must have a fly speed.
Lvl 11: Funnel Energy. A Field Medic can sacrifice a spell slot in order to restore the spell slot of another caster character. The other caster character must be within touch range, and the Field Medic must know which spell she wants to restore. The Field Medic must succeed in a spellcraft check (dc 20+spell level) in order to understand all the spellcasting ability of the chosen ally. She can then choose which used spell slot to reactivate with which spell, draining herself from a spell slot of the appropriate level or higher. A field Medic can only use this ability once per day at lvl eleven, twice per day at lvl 13, thrice per day at lvl 15, four times per day at lvl 17 and five times per day at lvl 19.
The Field Medic may take twenty on the spellcraft check when not in stressful circumstances.
Funnel Energy is a standard action that doesn’t provoke attacks of opportunity.
Lvl 12: Healing Affinity III. A number of times per day equal to her intelligence modifier, a Field Medic may ignore the Spell Level Increase imposed by metamagic feats on any spell that restores hit points to an ally. If the Field Medic uses multiple metamagic effects on the same spell, each individual feat’s effects use up one use of this ability.
In addition, the target of your spontaneously cast spells gain a bonus to their damage rolls equal to the Field Medic's Wisdom modifier until the end of their next turn. (Courtesy: Veklim)
Lvl 14: Fast Triage I. At fourteenth level and from then onward, a Field Medic treats every enemy with reach attacks as having a reach of 5 foot for the purposes of threatening squares and provoking attacks of opportunity.
Lvl 16: Fast Triage II. The Field Medic gains an additional +10 foot movement speed.
Lvl 18: Cure Anything. The Field Medic may instantly make a Heal check each time she uses a Cure or Inflict spell in order to restore hit points on a target. This heal check can instantly end the effects of a poison, ravage, curse or disease (Field Medic’s choice) on the target. The difficulty of the heal check is as normal: The Poison or Disease’s save DC, but unlike a normal heal check to end these effects, the effects of Cure Anything are instantaneous.
Cure Anything does not restore any of the damage dealt by the disease or poison; it merely ends their effects.
Lvl 20: Expert Healer. Whenever a Field Medic uses a spell or ability to restore hit points to a target, that spell always heals for the maximum amount possible.
Field Medic Spell List:
0: Create Water, Cure Minor Wounds, Daze, Detect Poison, Inflict Minor Wounds Mending, Purify Food and Drink, Read Magic, Resistence, Stabilize, Virtue
1: Bane, Bless, Command, Cure Light Wounds, Doom, Endure Elements, Enlarge Person, Entropic Shield, Expeditious Retreat, Inflict Light Wounds Mage Armour, Remove Fear, Sanctuary Shield, Summon Monster I, Unseen Servant
2: Aid, Barkskin, Bear’s Endurance, Blur, Bull’s Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Delay Poison, Eagle’s Splendour, Fox’s Cunning, Gentle Repose, Haste, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (lesser), Shield Other, Slow, Status, Summon Monster II
3: Animate Undead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Displacement, Enlarge Person (mass), Inflict Serious Wounds, Magic Vestment, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Stoneskin, Summon Monster III
4: Cure Critical Wounds, Confusion, Death Ward, Freedom of Movement, Globe of Invulnerability (Lesser), Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Poison, Reincarnate, Restoration, Spell Immunity, Summon Monster IV
5: Atonement, Break Enchantment, Breath of Life, Command (Greater), Cure Light Wounds (Mass), Dominate Person, Feeblemind, Inflict Light Wounds (Mass), Permanency, Raise Dead, Spell Resistance, Summon Monster V, Telepathic Bond, Wind Walk
6: Anti-magic Field, Bear’s Endurance (Mass), Bull’s Strength (Mass),Cat’s Grace (Mass), Create Undead, Cure Moderate Wounds (Mass), Eagle’s Splendour (Mass), Fox’s Cunning (Mass), Globe of Invulnerability, Harm, Heal, Heroes’ Feast, Inflict Moderate Wounds (Mass), Move Earth, Owl’s Wisdom (Mass),Stone to Flesh, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Transformation, Veil, Word of Recall
7: Cure Serious Wounds (Mass), Eyebite, Fly (Mass), Hold Person (Mass), Inflict Serious Wounds (Mass), Insanity, Power Word: Blind, Protection from Spells, Refuge, Regenerate, Restoration (Greater), Resurrection, Spell turning, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, Waves of Exhaustion
8: Clone, Create Greater Undead, Cure Critical Wounds (Mass), Inflict Critical Wounds (Mass), Iron Body, Spell Immunity (Greater), Summon Monster VIII, Symbol of Insanity, Temporal Stasis
9: Energy Drain, Gate, Harm (Mass), Heal (Mass), Summon Monster IX, Time Stop, True Resurrection
I really wanted to make a dedicated healer class for 3.5/Pathfinder/other compatible system/game, because so far, I haven't seen that many of them. The 'standard' cleric packs quite the punch, and I often get the feel that everything is about damage..
So here is my try at making a class where everything is about healing!
I'm not quite sure about the balance; I was aiming for reasonably powerful; maybe a tier 3 class.
Anyway; here goes:
Field Medic:
A field medic makes a poor warrior on any battlefield. However, her prowess with healing makes her an invaluable addition to any group. Unlike other classes with the ability to heal, Field Medics are focussed purely on healing and protecting others.
Field Medic adventurers are usually mercenaries; paid to do a job, and do it well. Their forte is to keep the group going, to motivate people, and to keep a level head in hard times. Their own reasons for doing what they do, and choosing the job of medic over other combat positions, are their own. They do not gain their power from deities, but from their own insights in the world.
As such, Field Medics can be of any alignment, but after a long time on the job, many show signs of dark humour, cynicism, and more than a few have developed a taste for alcohol.
Races: Field Medics can be of any race. Most usually, though, they are humans. Their sturdy physique combined with their adaptability makes them great Field Medics. Dwarves are also drawn to the job.
Religion: Field Medics may follow a deity devoutly or even ignore religion altogether; to some, deities are the basis of their power, while to others, deities are something they want to be as far away from as possible.
As such, there is no set religion for Field Medics, even though they are unlikely to follow deities of destruction or secret learning. If a Field Medic is at all religious, she’s most likely to be attracted to deities with domains such as Healing, Nature, War and Death.
Class skills:
Acrobatics, Diplomacy, heal, knowledge: Nature, survival, climb, jump, swim, ride, craft, spot, listen, profession
Skill points: 4+int (x4 at first level)
Weapon and armour proficiencies: Light armour, medium armour, heavy armour, small shields, large shields, tower shield and simple weapons.
HD: d10
Spellcasting: Field Medics gain a large number of Divine spells each day, and their casting ability depends on their wisdom score. In order to cast a spell, the Field Medic must have a Wisdom score equal to 10+spell’s level.
Field Medics must prepare their spells each day after a full night’s rest.
Field Medic
{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|
+o|
+2|
+0|
+2|Bounding Helper I|4|4
2nd|
+1|
+3|
+0|
+3|Healing Affinity I|5|5|0
3rd|
+1|
+3|
+1|
+3|Bounding Helper II|5|6|1|-
4th|
+2|
+4|
+1|
+4|Field Hospital|5|6|2|0|-
5th|
+2|
+4|
+1|
+4|Bounding Helper III|5|6|3|1|-|-
6th|
+3|
+5|
+2|
+5|Healing Affinity II|5|6|4|2|0|-|-
7th|
+3|
+5|
+2|
+5|Bounding Helper IV|5|6|5|3|1|-|-|-
8th|
+4|
+6|
+2|
+6|Swift Heal|5|6|6|4|2|0|-|-|-|-
9th|
+4|
+6|
+3|
+6|Bounding Helper V|5|6|6|5|3|1|-|-|-|-
10th|
+5|
+7|
+3|
+7|Healing Wings|5|6|6|6|4|2|0|-|-|-
11th|
+5|
+7|
+3|
+7|Funnel Energy (1/day)|5|6|6|6|5|3|1|-|-|-
12th|
+6/+1|
+8|
+4|
+8|Healing Affinity III|5|6|6|6|6|4|2|0|-|-
13th|
+6/+1|
+8|
+4|
+8|Funnel Energy (2/day)|5|6|6|6|6|5|3|1|-|-
14th|
+7/+2|
+9|
+4|
+9|Fast Triage I|5|6|6|6|6|6|4|2|0|-
15th|
+7/+2|
+9|
+5|
+9|Funnel Energy (3/day)|5|6|6|6|6|6|5|3|1|-
16th|
+8/+3|
+10|
+5|
+10|Fast Triage II|5|6|6|6|6|6|6|4|2|0
17th|
+8/+3|
+10|
+5|
+10|Funnel Energy (4/day)|5|6|6|6|6|6|6|5|3|1
18th|
+9/+4|
+11|
+6|
+11|Cure Anything|5|6|6|6|6|6|6|6|4|2
19th|
+9/+4|
+11|
+6|
+11|Funnel Energy (5/day)|5|6|6|6|6|6|6|6|5|3
20th|
+10/+5|
+12|
+6|
+12|Expert Healer|5|6|6|6|6|6|6|6|6|4[/table]
Lvl 1: Bounding Helper I. At first level, a Field Medic learns that speed is key. In order to reach her triage target quickly, she has learnt to ignore armour check penalties and speed penalties imposed by armour when she has a cure or inflict spell ready to heal an allied target. These penalties can only be ignored when she’s moving to the target of her spell.
Furthermore, Field Medics may always ignore the weight of their equipped armour and shield for the purposes of encumbrance.
Lvl 2: Healing Affinity I. At second level and from then onward, a Field Medic may spontaneously cast Cure or Inflict spells. In order to do so, she must sacrifice a prepared spell, and the Cure or Inflict spell always equals the spell level of the spell sacrificed. The Cure and Inflict spells gained through this method cannot be used offensively.
In addition, the target of this spell gains damage reduction equal to (1 per spell level)/- until the end of their next turn. (Courtesy: Veklim)
Lvl 3: Bounding Helper II. When moving towards the target of a Cure or Inflict spell, the Field Medic gains the benefits of the Mobility feat.
Lvl 4: Field Hospital. With a dc 15 survival check, a Field Medic can arrange a Field Hospital. In a Field Hospital, the Field Medic can give constant care to a number of patients equal to her Wisdom modifier simultaneously. Building a Field Hospital takes one hour.
Lvl 5: Bounding Helper III. When moving towards the target of a Cure or Inflict spell, the Field Medic gains an additional 10 feet of movement during that turn.
Lvl 6: Healing Affinity II. When restoring hit points through the use of a spontaneously cast Cure or Inflict spell, the Field Medic may increase the dice rolled from d8’s to d10’s.
In addition, the target of your spontaneously cast Cure or Inflict spells gain an insight bonus to their attack rolls equal the spell's level, or increase the save dc of their spells by half the spell's level, rounded down. Both of these effects last until the end of the target's next turn. (Courtesy: Veklim)
Lvl 7: Bounding Helper IV. The Field Medic gains all of the Bounding Helper benefits continuously, without the prerequisites of moving towards a Cure or Inflict target.
Lvl 8: Swift Heal. A Field Medic can restore a number of hit points equal to half her class level to a friendly target as a free action. This ability can be used a number of times equal to her constitution modifier (if the Field Medic does not have a constitution score, use her Charisma modifier, instead) with a minimum of 1. In order to Swift Heal a target, the target must be within touch range.
Lvl 9: Bounding Helper V. When an ally is dropped prone or reduced to zero hit points or less within charge range of the Field Medic, the Field Medic may immediately make a bull rush attack against an enemy adjacent to the ally who triggered this ability. The Field Medic is treated as having a full Base Attack Bonus for this bull rush attempt, and gains a bonus to the Bull Rush equal to her Shield Armour bonus plus the shield’s enhancement bonus, if any. If the Bull Rush attempt is successful, the Field Medic may immediately cast a Cure or Inflict spell on the triggering ally without provoking an attack of opportunity, though this spell uses up a spell slot four levels higher than its actual level
Lvl 10: Healing Wings. A Field Medic may summon a familiar. For the purposes of this familiar, treat the Field Medic’s level as if she were a Wizard or Sorcerer. A Field Medic may choose any familiar she meets the prerequisites for, but the familiar she chooses must have a fly speed.
Lvl 11: Funnel Energy. A Field Medic can sacrifice a spell slot in order to restore the spell slot of another caster character. The other caster character must be within touch range, and the Field Medic must know which spell she wants to restore. The Field Medic must succeed in a spellcraft check (dc 20+spell level) in order to understand all the spellcasting ability of the chosen ally. She can then choose which used spell slot to reactivate with which spell, draining herself from a spell slot of the appropriate level or higher. A field Medic can only use this ability once per day at lvl eleven, twice per day at lvl 13, thrice per day at lvl 15, four times per day at lvl 17 and five times per day at lvl 19.
The Field Medic may take twenty on the spellcraft check when not in stressful circumstances.
Funnel Energy is a standard action that doesn’t provoke attacks of opportunity.
Lvl 12: Healing Affinity III. A number of times per day equal to her intelligence modifier, a Field Medic may ignore the Spell Level Increase imposed by metamagic feats on any spell that restores hit points to an ally. If the Field Medic uses multiple metamagic effects on the same spell, each individual feat’s effects use up one use of this ability.
In addition, the target of your spontaneously cast spells gain a bonus to their damage rolls equal to the Field Medic's Wisdom modifier until the end of their next turn. (Courtesy: Veklim)
Lvl 14: Fast Triage I. At fourteenth level and from then onward, a Field Medic treats every enemy with reach attacks as having a reach of 5 foot for the purposes of threatening squares and provoking attacks of opportunity.
Lvl 16: Fast Triage II. The Field Medic gains an additional +10 foot movement speed.
Lvl 18: Cure Anything. The Field Medic may instantly make a Heal check each time she uses a Cure or Inflict spell in order to restore hit points on a target. This heal check can instantly end the effects of a poison, ravage, curse or disease (Field Medic’s choice) on the target. The difficulty of the heal check is as normal: The Poison or Disease’s save DC, but unlike a normal heal check to end these effects, the effects of Cure Anything are instantaneous.
Cure Anything does not restore any of the damage dealt by the disease or poison; it merely ends their effects.
Lvl 20: Expert Healer. Whenever a Field Medic uses a spell or ability to restore hit points to a target, that spell always heals for the maximum amount possible.
Field Medic Spell List:
0: Create Water, Cure Minor Wounds, Daze, Detect Poison, Inflict Minor Wounds Mending, Purify Food and Drink, Read Magic, Resistence, Stabilize, Virtue
1: Bane, Bless, Command, Cure Light Wounds, Doom, Endure Elements, Enlarge Person, Entropic Shield, Expeditious Retreat, Inflict Light Wounds Mage Armour, Remove Fear, Sanctuary Shield, Summon Monster I, Unseen Servant
2: Aid, Barkskin, Bear’s Endurance, Blur, Bull’s Strength, Calm Emotions, Cat’s Grace, Cure Moderate Wounds, Delay Poison, Eagle’s Splendour, Fox’s Cunning, Gentle Repose, Haste, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Protection from Arrows, Remove Paralysis, Resist Energy, Restoration (lesser), Shield Other, Slow, Status, Summon Monster II
3: Animate Undead, Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Displacement, Enlarge Person (mass), Inflict Serious Wounds, Magic Vestment, Protection from Energy, Rage, Remove Blindness/Deafness, Remove Curse, Remove Disease, Stoneskin, Summon Monster III
4: Cure Critical Wounds, Confusion, Death Ward, Freedom of Movement, Globe of Invulnerability (Lesser), Imbue with Spell Ability, Inflict Critical Wounds, Neutralize Poison, Poison, Reincarnate, Restoration, Spell Immunity, Summon Monster IV
5: Atonement, Break Enchantment, Breath of Life, Command (Greater), Cure Light Wounds (Mass), Dominate Person, Feeblemind, Inflict Light Wounds (Mass), Permanency, Raise Dead, Spell Resistance, Summon Monster V, Telepathic Bond, Wind Walk
6: Anti-magic Field, Bear’s Endurance (Mass), Bull’s Strength (Mass),Cat’s Grace (Mass), Create Undead, Cure Moderate Wounds (Mass), Eagle’s Splendour (Mass), Fox’s Cunning (Mass), Globe of Invulnerability, Harm, Heal, Heroes’ Feast, Inflict Moderate Wounds (Mass), Move Earth, Owl’s Wisdom (Mass),Stone to Flesh, Summon Monster VI, Symbol of Fear, Symbol of Persuasion, Transformation, Veil, Word of Recall
7: Cure Serious Wounds (Mass), Eyebite, Fly (Mass), Hold Person (Mass), Inflict Serious Wounds (Mass), Insanity, Power Word: Blind, Protection from Spells, Refuge, Regenerate, Restoration (Greater), Resurrection, Spell turning, Summon Monster VII, Symbol of Stunning, Symbol of Weakness, Waves of Exhaustion
8: Clone, Create Greater Undead, Cure Critical Wounds (Mass), Inflict Critical Wounds (Mass), Iron Body, Spell Immunity (Greater), Summon Monster VIII, Symbol of Insanity, Temporal Stasis
9: Energy Drain, Gate, Harm (Mass), Heal (Mass), Summon Monster IX, Time Stop, True Resurrection