Wand of ... Infernal Healing?


Pathfinder Society

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Grand Lodge 4/5 *

So my Chelaxian mercenary just hit 2 PA, and I was wondering about the feasibility of using a wand of Infernal Healing in place of the standard wand of Cure Light Wounds. The character is a barbarian with no means of using his own wands.

Infernal Healing advantages:
* Sorcerers, Wizards, Magus and Summoners can use with with no UMD check.
* Guaranteed 10 healing.

Disadvantages:
* Paladins, Rangers and Alchemists cannot use.
* Takes 1 minute for full effect.

It also has the [evil] tag and causes you to detect as evil for 1 minute, but my CN Chelaxian character simply doesn't care.

So, would a wand of Infernal Healing be a workable, perhaps even superior option for out-of-combat healing for a character who doesn't care too much about the morality of the spell?

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

The great thing about CLW wand is that so many classes can use it without UMD, that in itself IMO makes it a superior choice for your Barbarian since he would need to hand it to another to use.

Shadow Lodge 2/5

How do the Magus and Summoner get access to it with no UMD? Is it repeated in a newer source where it's added to those spell lists?

Edit: NM, Found it in ISWG. I didn't realize it got added to those classes spell lists. I'll have to poke through that book again to see what other spells might have been updated to include APG classes.

Dark Archive 2/5

Kelly Youngblood wrote:

So my Chelaxian mercenary just hit 2 PA, and I was wondering about the feasibility of using a wand of Infernal Healing in place of the standard wand of Cure Light Wounds. The character is a barbarian with no means of using his own wands.

Infernal Healing advantages:
* Sorcerers, Wizards, Magus and Summoners can use with with no UMD check.
* Guaranteed 10 healing.

Disadvantages:
* Paladins, Rangers and Alchemists cannot use.
* Takes 1 minute for full effect.

It also has the [evil] tag and causes you to detect as evil for 1 minute, but my CN Chelaxian character simply doesn't care.

So, would a wand of Infernal Healing be a workable, perhaps even superior option for out-of-combat healing for a character who doesn't care too much about the morality of the spell?

It's an amazing spell. I'm really surprised it's legal in PFS since it's Evil and repeated use of it should turn the character evil in the future.

I absolutely would use it if you can. And I do :)

The Exchange 5/5 RPG Superstar 2010 Top 16

Do you need to carry 50 doses of devil blood seperately, or does the wand splurt some on you when it's activated?

Liberty's Edge 1/5

1 person marked this as a favorite.
BYC wrote:

It's an amazing spell. I'm really surprised it's legal in PFS since it's Evil and repeated use of it should turn the character evil in the future.

I absolutely would use it if you can. And I do :)

I see this stated by people all of the time, but why would casting a spell with the Evil descriptor change any characters alignment to evil any more than casting spells with the Law/Chaos/Good descriptors would alter their alignment.

Back on topic, I like idea of the wand, especially the guaranteed 10 points of healing. Not a wand for use during combat though.

Sovereign Court 5/5 Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

The spell is awesome for out of combat healing. You may run into morality issues with other players, of course, regardless of possible issues finding a class who can activate it.

I'm more fascinated by this part:

Kelly Youngblood wrote:
my...Chelaxian...barbarian...CN...character

Will Chelaxian faction heads even give you the time of day, much less a wand, for your 2 PA?

They will, of course; I'm being purely rhetorical. But, I want to see the back story for this guy...


Chris Mortika wrote:
Do you need to carry 50 doses of devil blood seperately, or does the wand splurt some on you when it's activated?

The material components are subsumed with the creation of the item. You don't need to carry the around. Or if you have Eschew materials you don't even need that. But basically since it has no GP cost it's a handwave. Esoteric as it sounds demon blood comes standard in Component poutches. I imagine there's a merchant somewhere who has a couple of imps (Or whatever) strapped to a wall with tubes coming out of their necks that drains blood into a bowl below the devil's feet. Frankly Tiefling blood would probably work. No one said it had to be a pit fiend's blood.

Shadow Lodge 2/5

Chris Mortika wrote:
Do you need to carry 50 doses of devil blood seperately, or does the wand splurt some on you when it's activated?

I'm going with splurting.

"Hang on, let me splurt some devil blood, it'll fix you right up."

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Belerlas wrote:


I see this stated by people all of the time, but why would casting a spell with the Evil descriptor change any characters alignment to evil any more than casting spells with the Law/Chaos/Good descriptors would alter their alignment.

I think they should.


Drogon wrote:


I'm more fascinated by this part:

Kelly Youngblood wrote:
my...Chelaxian...barbarian...CN...character

Will Chelaxian faction heads even give you the time of day, much less a wand, for your 2 PA?

They've bought into the hype that repeated castings will turn his alignment Lawful...

-James

2/5 *

It's definitely more efficient than a CLW wand, but has the following drawbacks.

1) It makes you glow icky evil for a minute. :) Some characters may have a problem with that, not so much for others. No long term effects... but still. :)

2) Like someone else said, my happy stick has been useful in-combat in desperate times, this wouldn't be very useful.

Having said that, it's on more class spell lists, whether they have UMD or not, so it's a more versatile spell.

You don't need devil blood to create the wand, unholy water will do. It's not like you need the blood of a child.

Maybe it's a good idea is to carry one of each wand, if you want to be more efficient.


Kelly Youngblood wrote:


Disadvantages:
* Paladins, Rangers and Alchemists cannot use.
* Takes 1 minute for full effect.

Also doesn't heal damage dealt by silver, good-aligned or good-descriptor spells.

So it's great, but I'd have a wand of cure light as a backup for it.

-James

4/5

Brilliant! This fits in perfectly with my Chelaxian cleric of Asmodeus!

Shadow Lodge 4/5 ****

I've had one of these wands for a long time on my Asmodeus worshiping Wizard (Inner Sea World Guide seems to have dropped the worship requirement) and I've always described it as:
A Severed Demon's Claw, dripping with blood. It's quite popular among the Chaotic Neutral types but strangely enough every paladin I've encountered with that character has refused to let him use it on them.

Dark Archive 5/5

4 people marked this as a favorite.

As a Cleric of Asmodeus I have one of these wands and I have found the wand to be very useful. This wand allows me to honor the "letter" of my clerical obligation to heal, with out having to expend my valuable resources because most people turn down the offer of Infernal Healing.

Dark Archive 3/5

Iago Isildur wrote:
As a Cleric of Asmodeus I have one of these wands and I have found the wand to be very useful. This wand allows me to honor the "letter" of my clerical obligation to heal, with out having to expend my valuable resources because most people turn down the offer of Infernal Healing.

If for no other reason than homage, my next character has to be a Chelaxian aristocrat with Profession (rules lawyer).

Silver Crusade 5/5

While playing Iago Isildur in a Pathfinder Society game at George Mason University in Virginia last September, one of the other players turned to me and asked me, “What kind of law do you practice? “ I’m not sure what my exact answer was but I think it went something like “ Oh I’m not a lawyer but I play one in D&D”

My character Iago for skills has (he is a cleric)

Bluff (thank you trickery domain) Diplomacy, Knowledge: Religion Linguistics, Profession Barrister, and Sense motive.

I decided I wanted to experiment with a negative energy channeler and I thought I could have my cake and eat it too, by healing the party with a wand of cure light wounds. After my character burned through a wand of cure light wounds in 4 adventures. I realized my character could not charge 15 gold pieces per healing charge, (players can’t pass pas each other gold) nor could my character afford to heal the party, burning through wands at that rate I decided to go the wand of “infernal Healing” rout

The Exchange 4/5

I wonder about the need for either 1 drop of devil blood or 1 dose of unholy water. If I am understanding the rules correctly, the unholy water would require 25 GPs as a spell component for each casting. Not sure how much 1 drop of devil's blood is going for? So wouldn't a wand of Infernal Healing cost 750 GP + 25 times 50 = 1250 GP for a total of 2000 GPs?

I just see it as power creep.

A wand of Lesser Vigor cost 750 in 3.5 and had the same healing effect.

Frankly, I'd prefer that Lesser Vigor and its sister spells be introduced rather than this abortion.

This is IMHO a dark side of Pathfinder which I do not enjoy and find repulsive.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Sidney Kuhn wrote:

I wonder about the need for either 1 drop of devil blood or 1 dose of unholy water. If I am understanding the rules correctly, the unholy water would require 25 GPs as a spell component for each casting. Not sure how much 1 drop of devil's blood is going for? So wouldn't a wand of Infernal Healing cost 750 GP + 25 times 50 = 1250 GP for a total of 2000 GPs?

I just see it as power creep.

A wand of Lesser Vigor cost 750 in 3.5 and had the same healing effect.

Frankly, I'd prefer that Lesser Vigor and its sister spells be introduced rather than this abortion.

This is IMHO a dark side of Pathfinder which I do not enjoy and find repulsive.

It has been said elsewhere that 1 dose does not mean 1 flask of unholy water. Since it wasn't something like "flask of unholy water worth 25 gp" there is no cost associated with it, so its part of a spell component pouch.

Sovereign Court 4/5 5/5 ** RPG Superstar 2014 Top 32

Spell components without a listed price are presumed to be contained in the component pouch and are assumed to have such a negligible cost that it need not be paid. We're roleplayers, not accountants.

Dark Archive 4/5

Sidney Kuhn wrote:

I wonder about the need for either 1 drop of devil blood or 1 dose of unholy water. If I am understanding the rules correctly, the unholy water would require 25 GPs as a spell component for each casting. Not sure how much 1 drop of devil's blood is going for? So wouldn't a wand of Infernal Healing cost 750 GP + 25 times 50 = 1250 GP for a total of 2000 GPs?

I just see it as power creep.

A wand of Lesser Vigor cost 750 in 3.5 and had the same healing effect.

Frankly, I'd prefer that Lesser Vigor and its sister spells be introduced rather than this abortion.

This is IMHO a dark side of Pathfinder which I do not enjoy and find repulsive.

Yeesh.

First of all, the devil's blood has no cost, so it's in a spell component pouch. Since it's in a spell component pouch, the wand is a standard 750 gp. Secondly, healing out of combat is pretty much never power creep, and that's really all this spell allows.

Pathfinder Society, as a neutral entity, is fully capable of making use of evil spells. You may find it repulsive, but I find your other word choice (see my bold) to be slightly overbearing.

1/5

Drogon wrote:

The spell is awesome for out of combat healing. You may run into morality issues with other players, of course, regardless of possible issues finding a class who can activate it.

I'm more fascinated by this part:

Kelly Youngblood wrote:
my...Chelaxian...barbarian...CN...character

Will Chelaxian faction heads even give you the time of day, much less a wand, for your 2 PA?

They will, of course; I'm being purely rhetorical. But, I want to see the back story for this guy...

Two words: Pit. Fighter.

1/5

james maissen wrote:
Kelly Youngblood wrote:


Disadvantages:
* Paladins, Rangers and Alchemists cannot use.
* Takes 1 minute for full effect.

Also doesn't heal damage dealt by silver, good-aligned or good-descriptor spells.

So it's great, but I'd have a wand of cure light as a backup for it.

-James

It gives Fast Healing 1 for a minute, so why wouldn't it heal that those types of damage?

1/5 Contributor

Funky Badger wrote:


It gives Fast Healing 1 for a minute, so why wouldn't it heal that those types of damage?

The description of the spell at p. 295 of The Inner Sea World Guide specifically disallows healing of damage from those sources.

To speak to something else upthread, the description also specifically says that there are no long-term effects on alignment for targets of the spell.

It doesn't say the same about those who cast the spell, and thus by extension about those who use or create wands, scrolls, or potions of the spell.

"Evil" is the spell's bracketed "descriptor," and, like it or not, according to p. 212 of The Core Rulebook "[m]ost of these descriptors have no game effect by themselves," though they do "govern how the spell interacts with...alignment..." whatever that means.

It's an interesting question. In a home campaign I'd say casting the spell was an evil act, but I don't think the rules support saying that in organized play.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Make has said in the past that casting Evil spells in itself has no affect on alignment, though the reason for casting said spells might (if cast to torture someone or something similar).

The Exchange 5/5

1 person marked this as a favorite.

Several people keep saying Demons blood for the component. Mostly it seems like everyone knows it's Devils blood - but even some who should know (as they say they are using the spell) seem to be missing the Knowledge Planes checks.
Devils are different creatures from Demons.
(slinking back to my dark corner now)


Eric Clingenpeel wrote:
Make has said in the past that casting Evil spells in itself has no affect on alignment, though the reason for casting said spells might (if cast to torture someone or something similar).

As a note to players, this is a campaign houserule and is different from the core rules.

Dark Archive 4/5

Not that it's a bad house rule in my opinion.

4/5

I would like to point out to people that infernal healing is a 1 round cast time, like the summon monster line.

That being said, in our local area, wands of infernal healing are more common than wands of cure light.

5/5 5/55/55/5

Also note that its fast healing 1 for 10 rounds, not just a flat +10 hp. which is fine outside of combat, but inside.. not so much.


BigNorseWolf wrote:
Also note that its fast healing 1 for 10 rounds, not just a flat +10 hp. which is fine outside of combat, but inside.. not so much.

Check the FaQ for PFS.... casting evil spells do not change your alignment. It is the WAY the spell is used that can effect your alignment.

Dark Archive 4/5

Nunspa wrote:
BigNorseWolf wrote:
Also note that its fast healing 1 for 10 rounds, not just a flat +10 hp. which is fine outside of combat, but inside.. not so much.
Check the FaQ for PFS.... casting evil spells do not change your alignment. It is the WAY the spell is used that can effect your alignment.

I don't know what you thought he was saying, but he wasn't making a comment on the morality. He was saying that 10 hp over 10 rounds won't save you in the middle of combat when you're being hit for 10 hp a round.

5/5

A barbarian buying a wand? I miss barabrians breaking wands.

I helped a Chelaxian with a faction mission tonight. I feel dirty.

Dark Archive 4/5

I am just a typo machine tonight.

Scarab Sages 1/5

AxeMurder0 wrote:

I've had one of these wands for a long time on my Asmodeus worshiping Wizard (Inner Sea World Guide seems to have dropped the worship requirement) and I've always described it as:

A Severed Demon's Claw, dripping with blood. It's quite popular among the Chaotic Neutral types but strangely enough every paladin I've encountered with that character has refused to let him use it on them.

My CN tiefling summoner just pricks her own finger and uses the blood.

As for paladins, the last time one fell down in front of me I forgot to ask permission before healing him.

(While she was born a Chelaxian princess, differences in world view have resulted in her unfortunate exclusion from Chelaxian high society. Something about a complete disregard of the rules. She's having much more fun with the Grand Lodge anyways.)

The Exchange 4/5

Adam Mogyorodi wrote:
Sidney Kuhn wrote:

<SNIP>

Frankly, I'd prefer that Lesser Vigor and its sister spells be introduced rather than this abortion.

This is IMHO a dark side of Pathfinder which I do not enjoy and find repulsive.

Yeesh.

First of all, the devil's blood has no cost, so it's in a spell component pouch. Since it's in a spell component pouch, the wand is a standard 750 gp. Secondly, healing out of combat is pretty much never power creep, and that's really all this spell allows.

Pathfinder Society, as a neutral entity, is fully capable of making use of evil spells. You may find it repulsive, but I find your other word choice (see my bold) to be slightly overbearing.

Sorry about that word. I have always been uncomfortable with the Devils & Deamons part of D&D and Pathfinder. That is one reason I have been reluctant to play the Pathfinder Society Adventures.

I see the point about "dose" and the lack of a cost of "drop of Devil's blood".

Of course, I am still uncomfortable with the concept.

Liberty's Edge 5/5

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Eric Clingenpeel wrote:
Mike has said in the past that casting Evil spells in itself has no affect on alignment, though the reason for casting said spells might (if cast to torture someone or something similar).

He didn't just say it. Its in the guide.

1/5

Cheapy wrote:
Eric Clingenpeel wrote:
Make has said in the past that casting Evil spells in itself has no affect on alignment, though the reason for casting said spells might (if cast to torture someone or something similar).
As a note to players, this is a campaign houserule and is different from the core rules.

If this weren't a house rule in PFS, I'd just have my sorcerer keep an account book:

"Debts" to heaven="Number of times I used my Infernal Healing wand"
"Assets" = Number of times I've cast "Protection from Evil [good]"
and make sure the assets outnumber the debts. (In other words, it's a sensible house rule).
Adam Mogyorodi wrote:
Not that it's a bad house rule in my opinion.

This. +1


Odea wrote:
Cheapy wrote:
Eric Clingenpeel wrote:
Make has said in the past that casting Evil spells in itself has no affect on alignment, though the reason for casting said spells might (if cast to torture someone or something similar).
As a note to players, this is a campaign houserule and is different from the core rules.

If this weren't a house rule in PFS, I'd just have my sorcerer keep an account book:

"Debts" to heaven="Number of times I used my Infernal Healing wand"
"Assets" = Number of times I've cast "Protection from Evil [good]"
and make sure the assets outnumber the debts. (In other words, it's a sensible house rule).
Adam Mogyorodi wrote:
Not that it's a bad house rule in my opinion.
This. +1

So just make sure you burn through the same number of Protection from evil wands as Infernal Healing wands?

1/5

Tiny Coffee Golem wrote:
Odea wrote:
Cheapy wrote:
Eric Clingenpeel wrote:
Make has said in the past that casting Evil spells in itself has no affect on alignment, though the reason for casting said spells might (if cast to torture someone or something similar).
As a note to players, this is a campaign houserule and is different from the core rules.

If this weren't a house rule in PFS, I'd just have my sorcerer keep an account book:

"Debts" to heaven="Number of times I used my Infernal Healing wand"
"Assets" = Number of times I've cast "Protection from Evil [good]"
and make sure the assets outnumber the debts. (In other words, it's a sensible house rule).
Adam Mogyorodi wrote:
Not that it's a bad house rule in my opinion.
This. +1
So just make sure you burn through the same number of Protection from evil wands as Infernal Healing wands?

Nah, just after the adventure is over memorize it from my spellbook and cast it on myself every [caster level] minutes until I've made up for infernal healings. This is down-time spell use.


"Playing the game" at it's finest ;)


So basically, just ignore it and say you make amends in your downtime?


Yiroep wrote:
I would like to point out to people that infernal healing is a 1 round cast time, like the summon monster line.

Emphasis mine.

This bears repeating, many players and GMs don't understand or remember that wands can sometimes have casting times longer than a standard action.

1/5

Off-topic and dead horse beatings:
I understand and appreciate that casting an [evil] spell is something a cleric/druid of a good good shouldn't (and couldn't) do--it'll make their patron diety mad to draw on powers opposed to that diety. That makes sense to me. But when people talk about how spells with the [evil] descriptor make a character turn "evil" it just sounds silly; and 90% of the time the argument happens someone chimes in and asks: "If I cast Protection from <alignment> [descriptor] does that make my character [descriptor] in your game?" (i.e. Prot from Chaos is [Lawful] or Prot from Evil is [Good] etc.) and I do not recall a single one of the people who say "[evil] spells make your character evil" respond to those questions. And the argument that you're indebting yourself to [evil] is silly as well, because Fireball [fire] or Burning Hands [fire] doesn't make a character indebted to the creatures of the plane of fire. (Maybe in your game it does? When the sorcerer casts that 100th Fireball without casting [cold] spells in between, a rift opens in space-time and fire elementals drag him away?) <-this sounds like a fun adventure honestly! the party has to go rescue the "fired-up" sorcerer from the plane of fire!

If someone who is "neutral" on the good-evil axis of alignment is (or can be) about "balance" between good and evil, then someone who is on the "good" side is (or can be) about making sure the good outweighs the evil.

Story-wise, a "good" person who casts a healing spell (whether [evil] or just conjuration [healing]) to keep torturing a prisoner "for the greater good" is, in my opinion, a LOT more evil than someone who uses an [evil] spell to heal orphans.

As for

Tiny Coffee Golem wrote:
So basically, just ignore it and say you make amends in your downtime?

it depends on the game; in PFS certainly you can do exactly that: there is an indeterminate amount of time between adventures during which I can memorize and cast Prot: Evil as many times as I want. In a home game I'm playing in, I can't do that because (at least thus far) "down time" has been marked by: goblin attacks at night, wandering scorpions, hunting for food, making camp, etc. so using a spell slot just to counteract the alignment change of casting an [evil] spell has not been a viable solution. That said, I refer you back to the previous paragraph regarding keeping track of which types of spells you cast: have you ever met a GM that made you become lawful because you cast Protection from Chaos too often (or even kept track of anything but [evil] spells)? I certainly haven't; the people I have played with watch what you do with the spell.

The Exchange 5/5

ok, it looks like we are going down the rabbit hole again...

Will my N/N character shift to N/G if I do Good Deeds by assigned faction missions? If I keep casting Protection from Evil, do I drift into N/G and loose my spells (from Abadar? L/N) Can I off-set the Good I do to finish the mission by doing some random evil acts?
wow... this will get wierd fast. I drift into Good and have to go kick some puppies after the mission to get back to neutral?

Really? do we want to have to start tracking this?


Unfortunately the nature of message boards requires the repeat beating of horses for those that missed the first exhibition.


2 people marked this as a favorite.

Perhaps it's me. But if I beat a man to death with a sacred chalice, I think I drift toward evil. I think if I heal a man with an evil spell, I drift toward good. I think it's my intention that defines me, not some outside power's declaration of my ordained role.

For me, that 'evil' descriptor empowers the 'detect as evil for one minute', which I see as the second power of the wand. Antipaladin inbound? Let's hope it's still running when he smites. Identified that artifact, and it will fry anyone who touches it except an evil cleric? Got it covered.

You say you've got a tradition that all hammers are blunt on both sides, and I say more power to you. I've got a hammer with a spike on one side. Let's go kill some badguys.


The spell does not actually turn you evil, so an antipaladin's smite won't be stopped, and nor will the artifact not-fry you unless you're actually evil. That portion is just for the detect family of spells, and similar effects.

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