Healing Spells

5.5 changed Healing spells

Healing Spells now count as abjuration???

Cure Wounds

Level 1 Abjuration (Bard, Cleric, Druid, Paladin, Ranger)

Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Change: originally 1d8+ mod

Healing Word

Level 1 Abjuration (Bard, Cleric, Druid)

Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d4 for each spell slot level above 1.

Change: originally 1d4 + mod

Aid

2nd-level abjuration

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Change: no change

Healing Spirit

2nd-level conjuration

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 2d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 2d6 for each slot level above 2nd.

Change (not yet in 5.5): previously 1d6

Aura of Vitality

Level 3 Abjuration (Cleric, Druid, Paladin)

Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.

Change: nothing except school, wow

Mass Healing Word

Level 3 Abjuration (Bard, Cleric)

Casting Time: Bonus Action
Range: 60 feet
Components: V
Duration: Instantaneous

Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.

Change: used to be 1d4, sucks less now, yay

Aura of Life

4th-level abjuration

Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

Change: unchanged, she doesn't need to change

Mass Cure Wounds

Level 5 Abjuration (Bard, Cleric, Druid)

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

A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.

Change: used to be a sad 3d8 on 5th fucking level...

Heal

Level 6 Abjuration (Cleric, Druid)

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

Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, Disease and Poisoned conditions on the target.

Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.

Change: only the school

Regenerate

7th-level transmutation

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a prayer wheel)
Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Change: we kept the old one, for fun times no saying goodbye to limbs, yay