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More info?)
Since you mention Healing Circle, I'm guessing you're playing 3.0
rules. For 3.0, there is Metamagic Reach Spell from Defenders of the
Faith, but it costs +3 spell levels.You also have Mass Heal as an 8th
level spell.
3.5 improves things. Reach Spell now only costs +2 levels. Also,
Healing Circle is replaced with Mass Cure Light Wounds; 6th to 8th
level get their own Mass Cure Wounds spells - Moderate, Severe,
Critical. Since they are Cure spells, clerics can spontaneously cast
them. Mass Heal is bumped to 9th level.
Personally I'm not a fan of Reach Spell. I like the idea but for my
personal taste +2 levels is still too expensive. I would have
preferred +1 level. I would not take the Feat. However, if you like
it, to each his own. Ask your GM to allow the Mass Cure Wounds spells
in the game, allowing Mass Heal bumped to 9th level.
You also might want to consider a change in strategy. Sanctuary is a
wonderful spell to have for clerics who like to buff and heal during
combat. It's possible to move to a fallen friend 30ft away and not get
attacked by the bad guy next to him. Do some spell research and create
a divine version of Spectral Hand.
As for a ranged attack against undead, Searing Light does wonders.
You're character is only 3rd level. That's not incompetent but by
obviousness is not going to be overly powerful. As you gain levels
your cleric will be able to be more flexible in various tactics. As
for now, Sanctuary is good for a hopeful 3 roudns of breathing room.
At 6th level take Extend Spell Feat for an Extend Sanctuary in a 2nd
level slot, not bad, for 12 rounds of breathing room. You can still
prepare a normal Sanctuary in a 1st level slot for a second battle of
the day for an also not bad 6 rounds of breathing room.
Gerald Katz