Wasn't there this feat...?


Rules Questions


Wasn't there a feat somewhere that allowed a spellcaster who did not normally spontaneously cast cure spells do so (such as druids)?

I'm about to play in a Carrion Crown game, and I'm looking for a way to beef up my witch's healing beyond taking the Healing hex. Incidently, is this hex worth it in a 4-person party (we've also got a Paladin with the Hospitaler archtype), or should prepped spells be enough?

Also concerning the Healing Hex (and maybe this is a GM call) but can it be used to harm undead? Personally, I don't see why not, but I figured I'd double check. And would this be a viable strategy in Carrion Crown?


martinaj wrote:

Wasn't there a feat somewhere that allowed a spellcaster who did not normally spontaneously cast cure spells do so (such as druids)?

I'm about to play in a Carrion Crown game, and I'm looking for a way to beef up my witch's healing beyond taking the Healing hex. Incidently, is this hex worth it in a 4-person party (we've also got a Paladin with the Hospitaler archtype), or should prepped spells be enough?

Also concerning the Healing Hex (and maybe this is a GM call) but can it be used to harm undead? Personally, I don't see why not, but I figured I'd double check. And would this be a viable strategy in Carrion Crown?

Ooh, boy. You know what Treantmonk says about Arcane casters trying to take on the role of healer.

I think a wand of cure light wounds might be a better bet for your party.

As for the feat, I remember something like that in 3.5, but I'm not sure where.

Grand Lodge

martinaj wrote:
Also concerning the Healing Hex (and maybe this is a GM call) but can it be used to harm undead? Personally, I don't see why not, but I figured I'd double check.

It works as cure light wounds, and later cure moderate, so I think that would work.

Scarab Sages

The urban druid archetype can spontaneously channel his domain spells.

Preferred spell allows you to sacrifice memorized spells for one specific chosen spell. That would eat up your feats pretty quickly.

The apg has some magic items that allow wizards to do some spontaneous conversions. They're specialization-specific.


Ah, alright. I must be thinking of an old feat from 3.5

I'm not trying to be the sole-healer, either, but I figure that between a Hospitaler and a witch who routinely preps "cure" spells, we should be alright during combat, and out of combat? Well that's what wands are for. Yeah, it'll be a bit trying for the first two levels, but hey, could be interesting.

Liberty's Edge

I think what you are looking for is Spontaneous Healing feat from complete divine


There was a 3.5 feat called something like Alatious Contigration (totally butchered the spelling) that let you prepare one open slot per day. This let you spontaneously cast any one spell known in that slot (equal to that spell level or lower), but it took a full-round action (or 1 round?) to cast.

So this gave you one spontaneous spell per day, but it took longer than a standard action to cast. And was probably a limit on the casting time of spells that could be used, so you couldn't use this for a spell that took 10 minutes to cast.


martinaj wrote:

Wasn't there a feat somewhere that allowed a spellcaster who did not normally spontaneously cast cure spells do so (such as druids)?

I'm about to play in a Carrion Crown game, and I'm looking for a way to beef up my witch's healing beyond taking the Healing hex. Incidently, is this hex worth it in a 4-person party (we've also got a Paladin with the Hospitaler archtype), or should prepped spells be enough?

Also concerning the Healing Hex (and maybe this is a GM call) but can it be used to harm undead? Personally, I don't see why not, but I figured I'd double check. And would this be a viable strategy in Carrion Crown?

The feat was in the complete divine book. I can't recall the name of it though.

edit:ninja'd by 56 minutes.


martinaj wrote:

Wasn't there a feat somewhere that allowed a spellcaster who did not normally spontaneously cast cure spells do so (such as druids)?

I'm about to play in a Carrion Crown game, and I'm looking for a way to beef up my witch's healing beyond taking the Healing hex. Incidently, is this hex worth it in a 4-person party (we've also got a Paladin with the Hospitaler archtype), or should prepped spells be enough?

Also concerning the Healing Hex (and maybe this is a GM call) but can it be used to harm undead? Personally, I don't see why not, but I figured I'd double check. And would this be a viable strategy in Carrion Crown?

Basically the Healing Hex would provide you with a free Cure Light Wounds on each of your party members (including yourself) each day. In addtion if you run across NPCs that need healing you are not using a finite resource to help them since healing hex can be used at will. It increases to a cure moderate at 5th level so becomes even better.

I am currently playing a 13th level witch with both Healing Hex and Major Healing Hex. Those two hexes have pretty much covered our healing needs generally. I keep a Heal prepared for emergencies and leave a couple of low level spell slots open (1st-4th) to do the 15 min prep if we run low on healing but the hexes themselves cover the bulk of my party's healing needs.

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