Level
1st
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
None
Damage/Effect
Radiant
You create three glowing motes of light that flicker and pulse with divine energy. Each mote hits a creature of your choice that you can see within range, dealing 1d4 + 1 radiant damage, or granting 1d4 + 1 hit points to its target, as you prefer. The motes all strike simultaneously, and you can direct them to hit one creature or several. Constructs, undead, and creature immune to radiant damage can't be healed by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more light for each slot level above 1st.
* - (a carved representation of the desired manifestation)
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Posted May 27, 2019I really like the idea of making a sort of different magic missiles for clerics, but this seems really strong to me, when considering the power of healing multiple people, and at such a long range, at such a low level.
Of course, if you want this to be a very strong spell, that's completely fine. However, if you compare this to other official healing options, you'll find that it might be a bit too good, if you want your players to really consider the other ones. This can, for example, allow two unconscious party members to get back to the fight, while finishing off a low health enemy. That is really cool and powerful, but for a 1st level spell, there should probably at least be restrictions on that power.
I would suggest taking off the +1 (to both damage and healing), and making the range shorter (60 feet, or maybe even less). This would, i think, make for interesting tradeoffs between this spell and many other similar ones, while keeping the uniqueness and potential.
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Posted May 28, 2019Yeah, this was absolutely just a quick reskin of Magic Missile without much thought beyond that, but I definitely see your point about the power level. It's effectively a mass healing word at first level. My thinking is to reduce the range to 90 feet, and healing to 1 hp per missile. It won't replace healing word and won't ever match the potential of cure wounds but would provide low, reliable healing at range.
1st level casting would heal up to 3 hp on a single target, 5th level would heal 7 hp, and 9th would heal 11 hp. Very good guaranteed healing, but not as good as the potential healing of a 5d8 + mod of a cure wounds at 5th level.