Based on the formula I created for my Bard summon: 1. Create a new magic effect: Set as fire and forget | contact | Value Modifier | AbFortifyHealRateCombat (Make sure you add the property: IsHostiletoActor set to 0). 2. Create a new hazard spell using the magic effect you created in the first step. 3. Create a new hazard and attach the hazard spell you created in step 2. 4. Create a new magic effect that the npc can use to "fire" the spell. (set this to fire and forget / aimed / value modifier / health / and make this hostile). Click okay to save. 5. Reopen the file you just made and go to the scripts section, click add and type in hazard in the filter field. (can't remember the script name right now, I don't have access to CK). Click on the script that attaches a hazard. 6. Go into the script properties and apply your hazard that you made in step 3. Click okay and leave the magic effect you made. 7. Create a new spell for the magic effect you made in step 4. This spell is what you'll give to your npc. It will trick the AI of the follower to fire this at enemies during combat, so make sure you set the damage to 10. 8. Go to Combat Style, and set the Combat Style to 0 melee, 0 ranged, max magic, 0 voice, 0 staff, 0 unarmed. (this will prevent the NPC from going into melee state). 9. Remove any staffs your follower may have in inventory. 10. Add the spell you made in step 7 on your NPC's spell list. And don't forget to set your customized combat style to your follower. In combat, your NPC will now fire out the spells at enemies, but it will spawn out a hazard spell that will heal you if you're in the field. This basically manipulates the follower AI to "attack the enemy" but in fact it's just duping it into creating a hazard effect. The spell won't cure the enemy because it is hostile and the enemy will in fact take the amount of damage you set on step 7. You're player will suffer minor damage from friendly fire, but once the hazard takes place you'll regen health depending on the timer you set your hazard to last. The enemy won't recover because they would be considered hostile to the actor. This works best if you're in melee combat, you'll notice your follower will keep firing these spells at the enemy, and your PC will keep healing. The follower won't heal you after combat because it is considered a combat spell. I also know how to manipulate this spell so that it's a constant effect cloak for the NPC, but I removed it from my bard NPC because I felt it was OP. ( I probably could have lowered the healing rate to balance it). As I mentioned a few times before, check out the Bard Summon I made. DL it so you can check out what I did. I named all the effects, hazards, spells, etc pertaining to the bard with his name (Svaknir) before every ID name so you can filter it. Since you want to make your character strictly for healing, just focus on all items associated with his "Song of Life" spell. If you follow the steps I mentioned above, you can follow what I did. Also can also possibly applied to an explosion effect, but I haven't tested it. I do know that if you have summoned creatures or multiple followers, the spell will count as hostile, and they will attack the NPC that casted the spell. If you're looking for a follower that will only cast vanilla heal other spells, I don't think that's possible. Hope this helps, and if you plan on releasing a mod using this formula, please give credit. Thanks!