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Does anyone else find it annoying how inconsistent the Heal spell is?
If you're level three, depending on how many actions you spend, you can
Heal for three dice
OR heal for one die
OR damage for two dice with an attack roll
OR damage for two dice with a saving throw
OR damage for one die with a saving throw
I understand that this all comes from distinct legacy abilities/spells from PF1, but for the sake of playing speed and accessibility to new players, can this be streamlined? For instance, it would be much clearer if all variations (at the same spell level) use the same amount of dice, and all damage options use the same saving throw (and not an attack roll).

Blave |

It's less a legacy issue and more of a balance thing. Having an evil cleric touch you three times for 9d8+12 damage in a single round at level 3 doesn't sound like fun, does it?
I'm obviously using Harm instead of Heal here, but it's the same issue. Having only the +2 dice per level heighten would overpower the damage and having only the +1 die per level would nerf the heling too much.
Same also goes for the reduced performance of the burst version of these spells. If it would heal/damage as much as the single target versions, it would simply be to good.