Heal Elemental
(Alteration)(Elemental (All), Paraelemental (All))
Reversible

Range:  0
Components:  V, S
Duration:  Permanent
Casting Time:  1 round minimum
Area of Effect:  Elemental creature touched
Saving Throw:  None

Do to their unique physical nature, creatures from the elemental planes (air, water, earth, and fire) and the paraelemental planes (rain, silt, magma, and sun) cannot be cured by normal means while on the prime material plane. That is to say, spells from the necromancy school, such as cure light wounds, heal, and regenerate, produce no effect. In order to repair damage to such a creature, the priest must act as a conduit for healing powers specific to the creature's home plane; heal elemental allows the caster to serve as this conduit. Thus, the priest may only heal creatures from his plane of worship. Neither Dark Sun druids nor templars are able to cast this spell, since they do not have a direct link to the elemental planes (a druid's powers are granted via the spirit of his guarded land, and a templar's spells are granted by his sorcerer-king).

Upon the initiation of this spell, the caster must establish physical contact with the elemental creature (he cannot be wearing gloves) and maintain this contact for at least 1 round. For each round that he maintains contact, he heals 1 HP per his level. For example, Baltasar, a 9th-level priest of air, summons a lesser air elemental and sends it into battle. Although the first wave of opponents are defeated, the elemental has taken damage. Since the enemy's reinforcements are several rounds behind, he casts heal elemental and may restore 9 HP to the elemental per round until battle is resumed or until all hit points are restored (it cannot have more hit points than it did when initially conjured).
While it is possible to cast the reverse of this spell, harm elemental, the caster must still touch the target and maintain contact for at least 1 round. Needless to say, the elemental will experience this treatment as an attack and attempt to fight back; however, if the priest can keep his hold, the elemental suffers 1 HP per level each round. Use the wrestling rules in the Player's Handbook to determine what type of hold the caster achieves and if he can maintain it after the initial round; in addition, wrestling moves normally inflict no damage on such creatures (do to their immunity to non-magical attack forms) above the damage from this spell. Since the priest can only affect creatures from his plane of worship, he must be very careful with the use of this spell lest his powers be revoked.
Note that this spell does not convey resistance to the elemental's element; thus, using this spell on a creature from the elemental plane of fire or the paraelemental plane of magma - in the absence of some protective magic - is a hazardous proposition.

