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I built my main as a water magic cleric focusing more on Str and Int, and getting Con from gear, and he turned out pretty well rounded. Not the heaviest physical damage, and not the best heals, but he was a pretty boss tank being able to buff and heal himself, so it wasn't too bad.
Very useful.
The range is just really short.
For caster healing, I'd recommend just keeping with Water Magic. Hydromancy starts with the minor heal (x amount healed over three turns), then a regenerate (y amount over two turns) and then a third spell that heals once but for a nice amount. At rank 4 Hydromancy and level 15, the regenerate version only costs 4 ap (same as the minor heal), so it's worth it to narrow your focus