Faithful Feedback & Infernal Healing


Rules Questions

Grand Lodge

I'm wondering how this trait and spell interact:

Trait:

Quote:
Faithful Feedback: Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.

Spell:

Quote:

Infernal Healing:conjuration (healing) [evil];

Casting Time: 1 round
Components: V, S, M (1 drop of devil blood or 1 dose of unholy water)
Range: touch
Target: creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

Does this mean that the fast healing gets the +1, or the spell overall heals +1 hp as if it continued for another round, or are they completely incompatible?

Grand Lodge

It heals 1 extra hit point, most likely on the first round, since that's when you cast the healing spell.


I'd let the spell heal one extra point. Not one per round.

Grand Lodge

Well...technically infernal healing doesn't heal any hit points to its target - it grants them a fast healing ability. So I would say it either heals +1 hp on the first round, or does nothing at all.

Grand Lodge

It would be easier if the trait said "+1 to the hit points cured" as that is the phrasing in cure light wounds. To me, by intent and RAI, these shouldn't work together... but by RAW is where this gets very fuzzy. I'd be interested in hearing a PFS ruling too,

Quote:

Cure Light Woundsconjuration (healing)

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

DESCRIPTION
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.


I have the same question on the alchemical reagent gold and infernal healing.


For what's its worth, fast healing two probably won't break the game and infernal healing is mostly used for healing outside of combat or prep for bleed damage.


+1 HP overall, yeah.

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