Heightening cure wounds


Rules Questions


If I use the metamagic feat heighten spell on cure critical wounds to lets say change it to a level 6 spell, would the amount of die I roll also change from the 4d8 of the original 4th level spell to 6D8 at the 6th level version of it?

Grand Lodge

Heighten spell will only increase the save DC for using a cure spell on an undead target. It will not change any other factors of the spell.


Nahtar wrote:
If I use the metamagic feat heighten spell on cure critical wounds to lets say change it to a level 6 spell, would the amount of die I roll also change from the 4d8 of the original 4th level spell to 6D8 at the 6th level version of it?

No. It does not change it to a new spell, and the higher level version are actually different spells.

Shadow Lodge

Specifically...

The SRD Said wrote:
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

So specifically, you cast the specific spell you're casting at a higher level, not a similarly named spell that's available at a higher level. For example, a first level Cure Light Wounds is still a Cure Light Wounds (healing 1d8+level, max +5) and does not convert into a Cure Serious Wounds because you heightened it to level 3.

Now, what it would mean is that if you had a wisdom of 18 and tried to cast cure light wounds on a skeleton that skeleton would normally resist at DC 15, but because you're casting it as a level 3 spell, the save DC is 17, not 15.

Grand Lodge

That's exactly it. If the number of d8s were based on the spell level it would work, but since they're static, it doesn't.

Come to think of it, kinda makes it silly to heighten it, since usually you can just cast the higher level cure with the slot.


Nahtar wrote:
If I ... heighten spell on cure critical wounds ... to a level 6 spell, would the amount of die I roll also change ... to 6D8 at the 6th level version of it?

Why would you want to?

You'd need to be at least 11th level to use a 6th level slot, so even if you got more dice you're only looking at 38hp average healing or 65hp max. OTOH, you could also cast heal in that same 6th level slot for 110hp of guaranteed healing (or potential damage to undead with a save for 55hp).

Regardless, the cure option is vastly inferior.

FWIW,

Rez


Nahtar wrote:
If I use the metamagic feat heighten spell on cure critical wounds to lets say change it to a level 6 spell, would the amount of die I roll also change from the 4d8 of the original 4th level spell to 6D8 at the 6th level version of it?

As others have said, by RAW, not much is altered.

Now a fine house rule would be that certain caps would be altered by increasing the spell level of the spell.

To whit in the case of the cure spells the + caster level to the amount healed, say from +20 to +30 in this case. Not that this should come into play here, but in the case of cure light wounds or fireball it's more likely.

-James


james maissen wrote:
Nahtar wrote:
If I use the metamagic feat heighten spell on cure critical wounds to lets say change it to a level 6 spell, would the amount of die I roll also change from the 4d8 of the original 4th level spell to 6D8 at the 6th level version of it?

As others have said, by RAW, not much is altered.

Now a fine house rule would be that certain caps would be altered by increasing the spell level of the spell.

To whit in the case of the cure spells the + caster level to the amount healed, say from +20 to +30 in this case. Not that this should come into play here, but in the case of cure light wounds or fireball it's more likely.

-James

Thanks for the feedback all that clears it up or me

Sovereign Court

The #1 reason to Heighten a spell: Increase the Save DC.

The #2 reason (by a close margin) to Heighten a spell: Penetrate a Globe of Invulnerability.


Twowlves wrote:


The #1 reason to Heighten a spell: Increase the Save DC.

The #2 reason (by a close margin) to Heighten a spell: Penetrate a Globe of Invulnerability.

The #3 reason is to utilize a pearl of power?


knightofstyx wrote:
The #3 reason is to utilize a pearl of power?

Discussed HERE and HERE.

R.

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