Projected Heal is a Miracle in Dark Souls 3. It is part of The Ringed City DLC. To cast a Miracle you must use a Chime, Talisman, or Special Weapons that can cast Miracles.

Projected Heal

Spell Type

Miracle

Focus ConsumptionFocus Cost 55
Attunement SlotsSlots Used 1
Requirements 28 Faith
Type

Ranged Heal

 

 

A miracle discovered in the last days of Lothric. Toss a light that heals those near the point of impact.

Even those who had forgotten the caress and bounty of the Princess of Sunlight did their best to recall her image. The stories spun about her were most certainly childish, and yet gravely sincere.

 

Acquired From

  • A hidden area just shortly after you meet Lapp for the first time (before Earthen Peak Ruins bonfire). You will see a bridge which you can drop down from onto a Herald enemy, however do not drop down. To the right of the small bridge there is a spot you can drop from safely into the ash below. There you will find the spell, on a corpse behind an enemy. (Video Location)

 

 

Notes

  • Restores caster HP equal to 170% * Spell Buff of used Chime or Talisman
  • Restores phantom HP equal to 230% * Spell Buff of used Chime or Talisman
  • Casting animation is identical to that of Emit Force.
  • Fires a projectile that travels in an arc and produces an area-of-effect heal upon collision.
  • The fast casting animation and decent healing make this amazing for quickly saving allies from a distance.
  • The radius of the healing burst is buffed by the Sacred Chime of Fillianore.
Miracles
Atonement  ♦  Blessed Weapon  ♦  Bountiful Light  ♦  Bountiful Sunlight  ♦  Caressing Tears  ♦  Dark Blade  ♦  Darkmoon Blade  ♦  Dead Again  ♦  Deep Protection  ♦  Divine Pillars of Light  ♦  Dorhy's Gnawing  ♦  Emit Force  ♦  Force  ♦  Gnaw  ♦  Great Heal  ♦  Great Lightning Spear  ♦  Great Magic Barrier  ♦  Heal  ♦  Heal Aid  ♦  Homeward  ♦  Lifehunt Scythe  ♦  Lightning Arrow  ♦  Lightning Blade  ♦  Lightning Spear  ♦  Lightning Stake  ♦  Lightning Storm  ♦  Magic Barrier  ♦  Med Heal  ♦  Replenishment  ♦  Sacred Oath  ♦  Seek Guidance  ♦  Soothing Sunlight  ♦  Sunlight Spear  ♦  Tears of Denial  ♦  Vow of Silence  ♦  Way of White Corona  ♦  Wrath of the Gods

 




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    • Anonymous

      28 Aug 2021 18:22  

      Why are people saying this is balanced?

      - Can be used on arguably the best build in the game (26 str, 60 faith murky hand scythe build)

      - Can't know if someone is going to use it or not until after they first use it

      - Only 1 attunement slot

      - Very quick to cast

      • Anonymous

        22 Feb 2021 15:51  

        people don't like this for the same reason they don't like HSM people... it's not just because you are healing during a duel, it is more that people who use heal spells during duels are likely to be the kind of people to spend multiple minutes running away and dodging everything, similar to people who lean on regen+dodging

        it's very hard in Dark Souls to hit someone who doesn't want to be hit at even a moderate skill level in a 1v1, however a good option is always short bow/composite bow, which has quick fire with rolls, and the rapid fire WA which you can pair with poison arrows, it might not do an enormous amount of dmg but you will annoy the opponent as much as they annoy you, especially if you can proc poison

        • Anonymous

          16 Nov 2020 14:19  

          i actually didn't encounter lapp and i'm sad i looked it up to see where he was at and went there and he's not there :(

          • Anonymous

            05 Aug 2020 20:11  

            >The stories spun about her were most certainly childish, and yet gravely sincere.

            I guess that's one way of describing "great chest ahead".

            • Anonymous

              18 Sep 2019 18:04  

              Fun for Mound Makers because you can actually lock on to the other party members. They're still gonna roll like idiots and dodge the heals but it's fun none the less

              • Anonymous

                03 Apr 2019 18:51  

                Can i get you guys to look at this spell objectively for a second? So, 420 hp at 60 fth. That's literally 2 r1s. R1s true combo into each other, if you land 1 r1 you'll get a 2nd one. This means that, while the casting speed is fast, you can punish by staying close enough to r1. It'll either null their heal or put them even lower. Now, let's take a look at how likely it is that your r1 will land. It's actually very likely as the stamina use is very high. Until lv 150 they WILL NOT have enough stamina to roll after a cast. Trust me, i know. I'm a faith build user and i tested this with PC and RoF+3. You'd have to give up other stats. Given the facts, this is handleable, it's only particularly good when the opponent gives too much space. Like all heals.

                • Anonymous

                  23 Feb 2019 11:20  

                  Yes, this is affected by the filianores chime's weapon art. Slightly, but there IS an increase in the area the heal covers when it lands. Not the throw itself.

                  • Anonymous

                    19 Oct 2018 20:51  

                    I wonder if the DS3 community is ever going to realize that there is literally no logical reason why a cleric can't use the heal spells in PvP? The running reason right now is literally just "no". There isn't an actual argument or reason why and any time i bring this up the response is always "well it's not allowed", which is a funny response considering i'm challenging whether or not it should even be disallowed. Another funny response i've gotten is "i don't want to fight you if you're going to heal" (not me, i don't usually heal, this was said in a discussion about healing as a "reason" not to), which i find great as i didn't realize i could just... Decide what others can and can't use based on my tastes. The rule was just carried over from the previous games and, for some reason, no one has thought to actually scrutinize the spells to see if they actually shouldn't be used. Great heal and up will completely take your stamina, leaving you open for hits, the casting animations at max casting speed are slow enough to easily punish with a backstab on any of them except maybe projected heal/heal aid and givin how many run around with the hornet ring on you'll actually LOSE hp and you have to invest in faith to even use them along with dex or a ring slot for casting speed and ashen estus to compensate for the fact that heals actually take MORE FP than the attack miracles of their tier. At the very least they should be allowed a certain number of uses, but i personally believe it should be allowed at your discretion as with any other action/magic that you have to invest in to use. Thoughts? Also, no non-arguments like "git gud", "no" or "it's not allowed". I can understand it not being allowed in situations where you're 1v1ing someone REALLY high in level havel-monstering it up as your punish might not cover the heal, but meta range and below is entirely different as 2 hits is usually around half your hp at meta and below your heals heal less unless you invest in faith and lose out on other stat investments.

                    • Anonymous

                      19 Jul 2018 13:50  

                      I have a fth build, made to maximize survival. I get hate for the following:

                      I get hate using this spell (costly and not targeting, dont give me that chance!)
                      AND
                      I get hate using my Sunlight Nuke and 1 hit kill ppl...

                      So which you dislike more? Me fisting you up close in 1 hit vs your 2HKO UGS or you letting me heal in the same amount of time?

                      I practiced vs the twin UGS, ( I hate em), so if my 20 vigor fth build can overcome those monsters... Well that means you can overcome my monsters too.

                      GG

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