Level Skills Spells
1 flail mace armor
whip scrolls
staves wands
recall staff
sword
2 cure serious
3 create water
cure blindness
4 continual light
detect evil/good
5 create food
refresh
6 meditation detect magic
7 bless
faerie fire
8 detect invis
9 cure critical
know alignment
11 detect traps
protection
12 fast healing
comprehend languages
13 cure disease
14 cure poison
remove curse
15 trance locate object
16 calm
identify
17 create spring
18 haggle fly
protective shield
19 two handed
20 sanctuary
21 shield block faerie fog
heal
23 infravision
24 dispel magic
25 hand to hand portal summon
shield
26 second attack cancellation
27 parry word of recall
28 turn undead/Avatar
29 pass door
30 curse
31 dispel evil/good
prayer
dispel undead
32 cure insomnia
33 accession
cure dysentery
34 stone skin
35 sever stake vitalize
restore faith
36 divine retribution
37 group recall
remove hysteria
38 mass healing
39 sacrifice
40 healer staff barrier
42 invigorate
45 holy water
48 esuna
50 Synthesize spirit shield
Resurrection
Skills/Spells in Cyan are ones I suggest for complete removal to allow for the much less restrictive PK potential they have now. Ones in Red are skills/spells that are moved from different level and possibly tweaked to allow for more interesting need of the spell. Spells/skills in Yellow are spells that are new to the class entirely. The skills/spells in blue are tweaked to fit alignment purposes.
Resurrection is now going to be affected by alignment/Religion similar to DI,
but with some permanent affects like increased gold if a follower of Greed
and so on. Sure that's kind of a turn off from the +50 hit/mana recovery that
you can get while a regular Healer, but lets add in the possibility of being
all alignments, so if you're a follower of Compassion that +50 is still possible
if it's maxed out, but your RP is going to be as limited to what Healers are
like now since it's the truest form of pacifist at that point again. A
follower of Life would get a boost to HP, not to exceed say 100hp. It makes
it more unique based off Religion, and allows multiple alignments to be created
and unless you're Neutral, you can only Resurrect your alignment and a Neutral.
Obviously this will need to be fleshed out for various Religions, but it's
interesting this way, allows replayability and a wide assortment of RP from
every walk of life.
Summon will now only be for Evil characters and thus any other alignment will lose it entirely rather than be given access to Portal.
Portal will now only be granted to those of both the Good and Neutral alignments.
Word of Recall would now only be given to Neutral/Evil alignment.
Group Recall is now given only to Good alignment.
Whip/Staff/Sword is an alignment specific. Whip goes to Evil, Staff goes to Good, Sword goes to Neutral. The reason for this change is simply that Evil should be slightly more geared offensively, while Good more defensively, and Sword because based off weapon selections, it seems to be the most down the middle of all weapons.
Protection will obviously only be given to Evil/Good aligned characters and Neutral will not get it at all.
Turn Undead/Avatar will be based off alignment. Evil will get Turn Avatar, while Good will get Turn Undead. Neutral will get both, or possibly even be given a choice to choose between one or the other.
Divine Retribution is now slightly similar to Steel Wall. It grants AC based off character level, gives off some damage based more towards opposite alignment, and in the case of Neutral, it affects Qraces at a higher rate of damage and greatly reduced towards fighting any other race for balance reasons.
Synthesize Being a Healer, you'd like to create certain concoctions that will benefit those even while not around. A process similar to brew for Druids, Healers are capable of brewing potions/pills that will cure most ailments, thus eliminating the need for their current spell sets. Most are around level 30, but those created that may grant something else and at higher levels, these items become RARE or Unique. Although they don't have access to spells like Heal, there's a possibility they can create such a pill/potion to grant it. They'll require more than one singular item to create these things regardless of the potion/pill they're trying to create. In the case of lower level cures, they can create them with as little as two herbs, potions found around Aabahran, and pills that are already known. When a Evil Healer creates potions, they have a possibility to even create negative affects that rather than eating/quaffing, merely need to be dropped to expose those around them to whatever toxin was dropped.
Stake will be both Good/Neutral alignment.
Sever will be Evil aligned, but geared towards eliminating the ability for an Avatar to execute any powers.
Stake will work as is, but will be Neutral/Good alignment only.
Healer Staff now creates the Healers weapon of choice assuming weapon choices go into effect, otherwise it'll remain as such a title. As such, a Healer may grant this weapon one of three possible spells that only can be unleashed by the Healer so that no one can come across it and have access to the powers.
* Mass healing being one of them, granting the Healer to heal his party once every 24 hours.
* Esuna but on a group level. This will flush out many side affects to both the Healer themselves and their group members once every 24 hours.
* Sanctuary to the entire group granted as a level 40 spell rather than level 50 and again once only every 24 hours.
This in turn makes it so that these created weapons can only cast up to a maximum of 3 times given the maximum time limit of 3 days, and upon the third day it's used automatically just as the weapons last dying breath fades away. It means that although it's a buff, in no way does it make it overpowered since it can't be timed perfectly at any given time.
Now given the changes above, it is based off of a Healer being allowed to be any alignment and thus the changes. If Neutral only though, it wouldn't be difficult to make these selectable so the power doesn't go too far into the Healers favor as @Kyzarius pointed out that it may be too strong. In which case, this will hopefully open up more ideas for people, and it's not entirely what I thought they should have been way back when, but it flavors them up to a degree in which more would be willing to play them and their RP can be blown wide open with a fresh new look and wind brought to them.