The Vital Arts

Greetings, seekers of arcane remedies and benevolent enchantments. Today, we embark on a healing journey into the heart of Evocation magic, exploring the mystic realm of the vital arts, mending with magic – Healing Evocation Spells. Within these pages, we shall unveil the secrets of spells that mend, soothe, and restore, tapping into the very essence of life to mend wounds, both physical and spiritual.

Healing Evocation, dear companions, is the art of revitalization, an exquisite branch of magic that channels the essence of life to mend the wounded and restore vitality. It is a tapestry of spells that empowers spellcasters to mend injuries, rekindle hope, and offer solace to those in pain.

Within the sacred grimoire of Healing Evocation, you will discover spells that mend broken bones, seal grievous wounds, and revive fallen comrades. These spells embody the compassionate side of magic, bestowing healers with the profound ability to mend not only the body but also the spirit. With the understanding that healing is a noble and delicate art, we shall delve into these spells, uncovering their secrets, and exploring their applications. 

Cure Wounds: 1st-level

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

In the days of yore, when the healers of old practiced their ancient arts, there was a spell known as ‘Cure Wounds.’ With this mystical incantation, a healer could mend the wounds of a creature with a mere touch.

When this spell was cast, a creature chosen by the caster would feel a comforting warmth suffuse their body as their injuries began to mend. The magic would restore a number of their lost hit points, an amount determined by rolling 1d8 and adding the caster’s own magical prowess to the mix.

However, it’s important to note that this spell held no sway over the undead or constructs, for their natures were far removed from the vitality that the magic sought to replenish.

As the caster grew in power, so too did the effectiveness of this spell. By channeling more magical energy into it through a higher-level spell slot, they could increase the potency of their healing, rolling additional 1d8 for each slot level above the first. Thus, in times of great need, the spell could mend even the gravest of injuries, offering a ray of hope to those in dire straits.


Healing Word: 1st-level

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

In the ancient dawn of spellcasting, there existed a mystical charm known as ‘Healing Word.’ It was a spell cherished by healers and mages alike, for it bestowed a touch of vitality upon a chosen creature within the caster’s sight.

When the words of this enchantment were spoken, a creature in need would feel a comforting surge of energy, as their wounds began to close and heal. The magic infused them with renewed strength, granting hit points equal to a roll of 1d4 and adding the caster’s own magical might to the total.

But, my dear, it’s crucial to remember that this spell held no sway over the undead or constructs, for their lifeless nature rendered them impervious to its mending magic.

As the caster’s mastery over the arcane deepened, so did the potency of ‘Healing Word.’ By channeling more magical energy into the incantation through a higher-level spell slot, they could enhance the spell’s healing properties. Each level above the first imbued the spell with the power to roll an additional 1d4, allowing it to mend even more grievous injuries, and offer a beacon of hope in the darkest of times.


Prayer of Healing: 2nd-level

Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous

It’s a spell of great healing, one that renews the strength and vitality of those who’ve been wounded in the throes of battle or the trials of life.

With a mere flick of the wrist and a whispered incantation, a caster could choose up to six beings they could see and, like a balm for the spirit, grant them healing. Each of these fortunate souls would feel their wounds mend and their spirits lift, as hit points flowed back into their bodies, equal to the sum of 2d8, bolstered by the caster’s own magical prowess.

But remember, my dear, that ‘Mass Cure Wounds’ held no sway over the undead or constructs, for their essence was untouched by its life-affirming magic.

As the caster’s mastery of the arcane grew, so did the potential for this spell. By funneling more magical energy into it through higher-level spell slots, the healing became even more potent. With each level above the second, an additional 1d8 was added to the healing pool, offering the wounded a greater chance at recovery and the caster the chance to be a beacon of hope in times of dire need.


Aura of Vitality: 3rd-level

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 1 minute

This is a spell of radiant healing, like a gentle embrace from the very spirit of life itself.

You see, when a kind soul casts this spell, a radiant aura envelops them, stretching out in all directions for thirty feet. It moves with them as they go about their business, bringing warmth and light to those nearby. With but a thought and a quick word, the caster can channel this healing energy to mend wounds.

Imagine, dear ones, that you’re in a dire situation, and you or a companion is wounded. With a simple act, the caster can focus their healing aura on a single soul within that magical circle. That person, whether it’s the caster themselves or a friend in need, will feel a soothing rush of energy, as if life itself is knitting their wounds together.

The magic works its wonders, and in an instant, 2d6 hit points are restored to the chosen soul. It’s like a warm embrace, comforting and revitalizing. And this dance of healing can be repeated as long as the spell endures, offering respite and renewal to those within its soothing glow.


Mass Healing Word: 3rd-level

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

Imagine, if you will, a caring soul, a healer, perhaps, or a kind-hearted adventurer. In their outstretched hand, they offer words of restoration, and as they speak these soothing words, magic stirs. This magic flows to their fingertips, ready to mend the wounds of those in need.

Now, this spell can touch the hearts of up to six chosen souls, and they must be within the caster’s gaze. With a gentle touch or a mere thought, the caster can channel this magical energy, and it flows into the wounded.

Each blessed soul feels the warmth of magic washing over them, and the wounds they bear begin to mend. The amount of healing is akin to a roll of the dice, a 1d4, to be precise. To this, the caster adds their own spellcasting ability modifier, for it is their connection to the arcane that empowers this act of benevolence.

Ah, but take note, my dears, for this spell cannot mend the undead or constructs. It is a gift meant solely for the living. And as with many spells of its kind, its potency can grow with the caster’s skill. When cast with a more potent spell slot, the healing power increases, adding another 1d4 for each level beyond the third


Mass Cure Wounds: 5th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

It is a magnificent wave of healing, a gift of vitality that can rejuvenate the spirits of those in need.

Picture in your minds a healer, standing amidst a group of brave souls, wounded from their battles and trials. With a wave of their hand and a whispered incantation, they summon forth a wave of pure, healing energy. This radiant wave extends in all directions, encompassing a sphere with a 30-foot radius, centered on a chosen point.

Inside this life-giving sphere, up to six chosen creatures are bathed in the soothing embrace of magic. This magical energy is potent, like a divine blessing, and it washes over the chosen ones. Their injuries begin to mend, and they regain their strength. The amount of healing they receive is substantial, equal to 3d8, and to this, the healer adds their own spellcasting ability modifier, which enhances the magic’s potency.

But heed this, my dears, for the ‘Mass Cure Wounds’ spell has no power over the undead or constructs. Its magic is meant only for the living, a gift to aid them in their times of need.

Now, as with many spells, its power can grow with the caster’s expertise. Should a more experienced mage cast this spell with a higher-level spell slot, the healing energy increases, adding another 1d8 for each slot level above the fifth. It’s a testament to the ever-expanding capabilities of skilled magic users. So, remember, dear children, ‘Mass Cure Wounds’ is a beacon of hope, a balm for the wounded, a spell of great virtue.


Heal: 6th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

With a simple word and a heartfelt gesture, a healer channels a surge of that radiant energy into the wounded soul they have chosen to aid. The magic flows through them like a soothing river, knitting flesh and bone, and mending wounds. The creature’s vitality is restored, as if they were given a second chance at life, regaining a staggering 70 hit points.

But the ‘Heal’ spell does more than mend the body. It is a balm for the soul and a remedy for afflictions of the senses. Blindness and deafness fall away like a lifted veil, and any diseases that have taken hold of the creature are banished, as if they were never there. It’s a miracle of healing, my dears.

Yet, be mindful, for this spell, like many, has its limits. It holds no sway over constructs or the undead, for their natures are beyond its reach.

And here’s the wonder, my dear children: the power of ‘Heal’ can grow even greater in the hands of a skilled caster. When this spell is cast using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above the sixth. It’s a testament to the boundless potential of magic, a beacon of hope in times of despair. So, remember, dear ones, ‘Heal’ is a spell of restoration, a gift of health, and a testament to the wonder of the arcane arts.


Mass Heal: 9th-level

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

Picture a scene of great need and suffering, where a group of valiant heroes has been battered and bruised in their noble quest.

In their darkest hour, a wise and compassionate healer steps forth. With arms outstretched and heart brimming with empathy, they channel the most potent healing magic that the arcane world can offer. It’s as if a flood of radiant energy flows from their very being.

The injured heroes feel this powerful energy washing over them, like a gentle river of light. Their wounds begin to close, their strength returns, and vitality surges through their veins. Up to 700 hit points of healing magic, my dears, are at the caster’s command, to be distributed among their comrades as they see fit.

But ‘Mass Heal’ is not just about physical restoration. It is a remedy for all afflictions, a panacea for the body and soul. Diseases are vanquished, and any darkness that clouds the senses, be it blindness or deafness, is swept away like morning mist.

However, as with many spells, ‘Mass Heal’ has its limitations. The power of this magic cannot touch the undead or constructs, for they are beyond the reach of its benevolent grasp.

But remember this tale well, for ‘Mass Heal’ is a spell of boundless compassion, a wellspring of rejuvenation, and a symbol of the miraculous wonders that magic can bring to a world in need.


Power Word – Heal: 9th-level

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

With a gentle and knowing hand, the healer places their palm upon the injured one, and in that instant, a wave of healing energy surges forth. Wounds close, bones mend, and weariness turns to vigor as the target is made whole once more. It is as if the tapestry of life is rewoven before our very eyes.

Not only does ‘Heal’ mend the body, but it also soothes the troubled mind. If the recipient is under the grip of enchantments like charm, fear, paralysis, or stupefaction, those chains are shattered like brittle glass. Even if the hero has been brought low and finds themselves lying prone, ‘Heal’ offers them a chance to rise, for they can use their reaction to stand tall once more in full health.

But heed my words, for ‘Heal’ has its limitations. Its radiant touch cannot reach the undead or constructs, for they are untouched by the blessings of life.

And thus, our tale of ‘Heal’ ends, a story of restoration, deliverance, and the boundless potential of magic to mend the most broken of souls and bodies.

Guidance on Using Healing Evocation Spells

In your pursuit of mastering Healing Evocation Spells, remember that the power to mend is a noble one. Approach this magic with empathy, compassion, and a genuine desire to aid those in need. Here are some essential principles to guide you:

  1. Prioritize Urgency: Use your healing magic wisely, focusing on those in dire need of assistance during combat or emergencies.
  2. Communication: Coordinate with your allies to ensure efficient healing. Knowledge of your allies’ conditions can make your healing spells more effective.
  3. Conservation: Preserve your magical energy for critical moments. Healing spells can be a precious resource, so use them judiciously.
  4. Embrace Versatility: Healing spells can also remove conditions and ailments. Be prepared to adapt and address various challenges.
  5. Self-Care: Remember to take care of your own well-being. A healthy healer is better equipped to assist others.

With these principles as your guide, you shall navigate the realm of Healing Evocation Spells, offering solace, renewal, and hope to those in need.

 

In pursuit of the vital arts,

Old Nan