Channeled Divine Health

Conjuration (Healing)

Level: Cleric 4

Components: V, S

Casting Time: See text

Range: See text

Target: One creature

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

You bring forth a sphere of pure healing energy. You pour divine power into it, slowly building the energy it holds, until it is ready to mend an ally’s wounds.

This spell allows you to heal an ally, or damage an undead creature, at a range greater than touch. When you cast this spell, you channel energy into it. You can choose how long to spend casting this spell.

If you cast this spell as a swift action, it has a range of touch, and you heal a single touched creature of 1d8 points of damage.

If you cast this spell as a standard action, it has a range of close, and you heal a single creature within range of damage equal to 1d8 points + your caster level (maximum +10).

If you cast this spell as a full-round action, it has a range of medium, and you heal a single creature within range of damage equal to 2d8 points + your caster level (maximum +15).

If you spend 2 full rounds casting this spell, it has a range of long, and you heal a single creature within range of damage equal to 4d8 points + your caster level (maximum +20).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

You do not need to declare ahead of time how long you want to spend casting the spell. When you begin casting this spell, you decide that you are finished casting after the appropriate time has passed.

Source: Player’s Handbook II, page 106. This spell’s saves for undead was unclear, so they were assigned as if it was a cure spell and the descriptive text was altered to reflect this.

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