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Tuesday, May 14, 2013

PFRPG: Multi-Variable Spells: Cure and Inflict Spells


If you missed the blurb on how multi-variable spell function, please check out the first post in this series.

Cure Light Wounds
School conjuration (healing); Level bard 1, cleric 1, druid 1, inquisitor 1, paladin 1, ranger 2
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Diminished Effect: The spell stabilizes a living creature that has –1 or fewer hit points.
Heightened Effect: The spell cures 2d8 points of damage + 1 point per caster level (maximum +10).

Cure Critical Wounds
School conjuration (healing); Level bard 4, cleric 4, druid 4, inquisitor 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
This spell functions like cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +20).
Diminished Effect: The spell cures 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened Effect: The spell cures 5d8 points of damage + 1 point per caster level (maximum +25).

Inflict Light Wounds
School necromancy; Level antipaladin 1, cleric 1, inquisitor 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Diminished Effect: The spell causes a stabilized living creature that has –1 or fewer hit points to begin dying, taking 1 point of damage per round.
Heightened Effect: The spell deals 2d8 points of damage + 1 point per caster level (maximum +10).

Inflict Critical Wounds
School necromancy; Level cleric 4, inquisitor 4
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
This spell functions like inflict light wounds, except that it deals 4d8 points of damage + 1 point per caster level (maximum +20).
Diminished Effect: The spell deals 3d8 points of damage + 1 point per caster level (maximum +15).
Heightened Effect: The spell deals 5d8 points of damage + 1 point per caster level (maximum +25).

Cure Light Wounds, Mass
School conjuration (healing); Level bard 5, cleric 5, druid 6, inquisitor 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.
Diminished Effect: The spell stabilizes each selected living creature that has –1 or fewer hit points.
Heightened Effect: The spell cures 2d8 points of damage + 1 point per caster level (maximum +30).

Cure Critical Wounds, Mass
School conjuration (healing); Level cleric 8, druid 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage + 1 point per caster level (maximum +40).
Diminished Effect: The spell cures 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened Effect: The spell cures 5d8 points of damage + 1 point per caster level (maximum +45).

Inflict Light Wounds, Mass
School necromancy; Level cleric 5, inquisitor 5
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
You channel negative energy to deal 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other inflict spells, mass inflict light wounds cures damage to undead in its area rather than harming them.
Diminished Effect: The spell causes each selected stabilized living creature that has –1 or fewer hit points to begin dying, taking 1 point of damage per round.
Heightened Effect: The spell deals 2d8 points of damage + 1 point per caster level (maximum +30).

Inflict Critical Wounds, Mass
School necromancy; Level cleric 8
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage + 1 point per caster level (maximum +40).
Diminished Effect: The spell deals 3d8 points of damage + 1 point per caster level (maximum +35).
Heightened Effect: The spell deals 5d8 points of damage + 1 point per caster level (maximum +45).

Heal
School conjuration (healing); Level cleric 6, druid 7, inquisitor 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confuseddazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.
Diminished Effect: The spell’s range becomes personal, only cures 4d8 points of damage + 1 point per caster level (maximum +25), and only removes the following conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, the spell functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
Heightened Effect: The spell also restores all points permanently drained from a single ability score (your choice if more than one is drained).

Heal, Mass
School conjuration (healing); Level cleric 9
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one or more creatures, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.
Diminished Effect: The spell only cures 150 points of damage, and only removes the following conditions affecting the targets: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.

Harm
School necromancy; Level cleric 6, inquisitor 6
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; see text; Spell Resistance yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. Harm cannot reduce the target's hit points to less than 1.
If used on an undead creature, harm acts like heal.
Diminished Effect: The spell’s range becomes personal and only effects creatures healed by negative energy. It only cures 4d8 points of damage + 1 point per caster level (maximum +25), and only removes the following conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, the spell functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.
Heightened Effect: In addition, the spell functions as major curse um.

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