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I realized in the shower this morning (yes, I do my best thinking under hot water) the true evil of infernal healing. It’s not the spell itself. It’s the ‘first hit is free’ nature of the spell.
Think about it this way. When you cast the spell, you’re temporarily flooding the target’s body with evil. Evil that heals him, makes him whole, but evil none the less. You’re either using ‘concentrated evil’ (devil blood) or ‘100% approved evil’ (unholy water) to cast the spell.* This should give any follower of Cayden, Sheyln or Saranae, pause.
That’s not the insidious nature of the spell. Think about kids today (well more kids before video games, but still). They play cops and robbers, cowboys and Indians. Wouldn’t Golarion kiddies play ‘Adventurers and Goblins?’ And if they go ‘pew pew’ with magic missiles then it would make sense to say “nuh uh! I’m not dead, I have been anointed with Devil Blood! I have infernal healing!
And in Hell, Asmodaeus smiles…
Also for the average adventurer, infernal healing is a gateway drug. “Here I’ll cast this spell and you’ll radiate evil, but you’ll heal!” Now picture higher level spells along these lines.
- ”Here’s a spell that will give you DR/Cold Iron. You just need to wear this specially prepared Unholy Symbol.”
- ”Here’s a spell that’s like resist energy (fire) but better! You just need to sign this blank piece of paper.”
- ”Here’s a spell that gives you great strength, you just need to break this holy symbol of Erastil…”
- ”Here’s this spell that will make you immune to fire, permanently! Just sign here…"
That's not even counting what other spells along those lines might do from other devils.
The road to Hell is paved with good intentions, and campaign setting specific spells like this.
*

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I for one do like the flavor of the spell.
Two of my PFS characters make liberal use of this spell. One is Mithos a NG elven Magus.
While playing him a couple of weeks ago through Echoes of the Overwatched, one of the other players at the table was a good friend of mine, and he had a paladin of iomedae.
We did have a good time.
Mithos "sir paladin Thou art most greviously wounded, I have just the wand for this situatin. it is a wand of Infernal healing....hold still, this wont hurt a bit"
Paladin" no, please don't heal me get that wand away from me. i can take care of myself".
My character was most solicitous, offering to heal the paladin after each battle.
Finally the paladin said" no i don't want to be healed by Mithos the morally ambiguous Magus."
Good times.
I have another PFS character Simon D'apcher, a 2nd level male human neutrally aligned sorcerer. His two spells are Color Spray, and Infernal Healing. They have both come in handy.
Infernal healing is the only healing spell open to arcane casters. If they had other versions of this spell I'm sure they would be pounced upon.

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Matthew Morris wrote:This should give any follower of Cayden, Sheyln or Saranae, pause.Hmm... does that imply a follower of Desna should be golden? *ducks for cover*
Actually I picked those three because of their specific histories.
Cayden - not only is he a god of freedom, but his herald lost a wing to Hell.
Sheyln - Her brother was corrupted by something, very much like how IH can lead to more evil.
Saranwrap- She's an ascended Celestial. A being litterally made out of good become a goddess.
Any good follower should have qualms though.

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Ok, two more infernal spells. They're tied pretty closely to Book of the Damned I, so I don't think I can post them under the OGL. (By all means Paizo, if they make sense and you want to use them. use them) They haven't been playtested or anything, and might seem overpowered.
Infernal Tracking
Casting Time 1 minute
Components V, S, F (An obsidian sphere worth 5 GP)
Range touch
Target one creature
Duration 1 hour/level
Saving Throw yes (harmless) Spell Resistance yes (harmless)
You grant a creature the ability to track a specific target. For the duration of the spell, the affected creature gains a +10 bonus to attempts to track the target through use of the survival skill, and a +10 bonus on perception checks to find the target. Alternately the spell may be expended as a standard action to get a general direction of the target’s location. (“North” is fine. “Five miles north, resting in the Promised Land Tavern” is not).
Special: in casting this spell you must whisper a secret you’ve kept into the sphere. If you are not casting the spell on yourself, your target must share a secret as well. The target radiates evil as a non-divine caster of his character level for the duration of the spell.
Infernal Station
Casting Time 1 minute
Components V, S, M (a rusted unholy symbol)
Range touch
Target one creature
Duration 10 minutes/level
Saving Throw see below Spell Resistance yes (harmless)
By kissing the unholy symbol (normally of Dispater, though ones dedicated to Asmodaeus work as well) the target is able to draw on infernal powers to boost his social standing. He gains a +4 profane bonus to Charisma, and is treated as if he was of the nobility by anyone who fails a saving throw against the spell.
In addition during the spell’s duration, the recipient may issue a command (as the spell) to anyone of a social class lower than his actual class. This has no effect in situations where social standing doesn’t matter.
Special: The target radiates evil as a non-divine caster of his character level for the duration of the spell. In addition, he takes a -2 profane penalty to enchantment spells and spell like abilities from anyone of a higher social station and Lawful Evil outsiders.

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four more spells. Still trying to think of 7-9, though infernal reincarnation is one I'm toying with.
Infernal Greed
School enchantment [mind affecting] (evil); Level alchemist 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, M (a gold image of Mammon worth 10 GP)
Range medium
Target 20’ radius burst.
Duration 1 round/level
Saving Throw yes; Spell Resistance yes
You cause a burst of overwhelming greed to affect creatures targeted in the effect. For the duration of the spell, affected targets attack each other, trying to be the sole survivor to claim the material component of the spell. At the end of the spell’s duration the material component is consumed, presumably whisked to Erebus’ vaults.
Special: The caster radiates evil as an non-divine caster of the same level for 1 hour after the spell is cast.
Special: If the material component is blessed by a cleric of Mammon before casting, targets who fail their save also gain the benefit of a rage spell, but will attack the caster if there are no other affected targets left.
Steal the years
School transmutation (evil); Level alchemist 4, sorcerer/wizard 4, witch 4
Casting Time 1 hour
Components V, S, F (A waterclock filled with unholy water)
Range touch
Target one creature.
Duration instantaneous
Saving Throw yes; Spell Resistance yes
Usually performed on bound or otherwise helpless creatures, steal the years ages the target 2d4 years, while suspending aging for the caster for half that time. If the magical aging forces the target into a higher age category they suffer all the penalties, but none of the benefits of that higher age category.
Special: The caster radiates evil as an undead of the same level for the amount of time their aging is suspended.
Infernal Confidence.
School enchantment [mind affecting] (evil); Level bard 4, sorcerer/wizard 4, witch 4
Casting Time 1 standard action
Components V, S, M (a religious text from a good religion)
Range medium
Target 1 target/level none of which can be more than 20’ apart.
Duration 1 round/level
Saving Throw yes (harmless); Spell Resistance yes (harmless)
By profaning the text of a good religion, you inspire your targets to grab their own destiny. Filled with the belief that they are immune to the whims of gods and demons alike, the targets of the spell gain a +2 competence bonus on any d20 rolls for the spell’s duration. For every three caster levels the caster is above 6th, the targets gain an additional +1 bonus (Maximum +6 at 18th level).
Special: The caster and affected targets all radiate evil as an undead of their level for the duration of the spell.
Hellfire blade
School transmutation (evil); Level alchemist 6, magus 6, sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (Ashes of someone dear to the caster)
Range touch
Target one bladed weapon.
Duration 10 minutes/level
Saving Throw yes; Spell Resistance yes
This spell causes the held (by you or a designated target) affected by the spell to burst into flame and grow wicked spikes along its edge. For the duration of the spell, the weapon is treated as a +1 (or the weapon’s enhancement bonus) axiomatic unholy flaming burst weapon that will not harm the wielder even if dropped and picked up. (others attempting to pick up the weapon take damage normally) In addition, the weapon may cast a scorching ray spell every 10 rounds. Half the ray's damage is fire, the other half is unholy damage. In the hands of anyone but the caster (or his designated target) the spell’s properties cease to function.
This spell has no effect on holy weapons.
Special: The caster, weapon (and designated target, if any) radiate evil as an undead of their level for the duration of the spell.

Kevin Andrew Murphy Contributor |
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I'd say the true evilness of the spell is in the not-a-bug-but-a-feature utility of making someone radiate evil for a full minute. Now, when faced with Sir Stare-'n-Stab, the paladin, who enjoys detecting for evil and then slaying the wicked one, all the evil wizard needs to do is run into a room with Patsy--you all remember Patsy--and smear her with a drop of devil blood or unholy water, then cast Invisibility or Dimension Door on himself before Sir Stare-'n-Stab runs in. The evil wizard of course has previously made certain that Sir Stare-'n-Stab knows the evil wizard is able to cast Disguise Self and is fond of using it. Patsy honestly swears that a man ran in, cast some wicked spell upon her, then vanished.
Odds that Sir Stare-'n-Stab doesn't believe the evil wizard's "lies"? Pretty darn good. Chances that Patsy gets gutted like a fish? Even better.
Then, regardless of whether Sir Stare-'n-Stab loses his paladinhood--I'd drop it immediately, but others I know would argue for Atonement or even giving him a full pass for being tricked by an evil wizard--he's left in the room with a bloody sword and the corpse of a murdered maiden that's stubbornly refusing to turn back into the body of said evil wizard. Even better, he probably mutilates the corpse because it's detecting as evil for a full minute which he might think is because the evil wizard is playing possum, since he knows for a fact from his basic theology class and previous stabination that corpses are completely neutral, and once the wizard is dead, the evil soul goes away and all you're left with is a neutral corpse.
Chances that a lawful society could put Sir Stare-'n-Stab on trial for murder and corpse desecration? Extremely good.

Kevin Andrew Murphy Contributor |

Infernal healing is a spell with the [Evil] descriptor, and as such gives off it's own faint evil aura while it lasts. So Patsy would have TWO evil auras until the spell expires.
Chances that Sir Stare-'n-Stab put any points into Knowledge Arcana to realize the significance of this, beyond the obvious thought that he should probably stab her twice as much?
The evil wizard was probably sporting those same "twice as evil!" auras earlier anyway, so it works even better for the ruse.

Drejk |

Infernal Usury
Casting Time: 1 minute
Components: V, S, F (writing tools and open flame), M (piece of parchment and a few drops of borrower's blood)
Range: 0 feet
Effect: A sack of conjured gold coins
Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
Caster draws a request for a loan of cash and promise of returning rightful due with blood of the borrower and then burns the note conjuring a bag of infernal gold coins.
Infernal usury conjures up to 5,875 gp as per request drawn. It can be cast on behalf of another willing non-evil sapient being that provided the blood and participated in the casting. The borrower has to return twice the amount borrowed by performing a simple ritual within one month of the initial casting. Failure to repay the loan places a curse upon the subject that cannot be removed until the borrowed money is returned. Defaulted borrower suffer 1d4 points of Charisma drain per week. Only a wish or miracle can break the obligation created by this spell. Lost Charisma cannot be restored until payment is made.
Non-evil borrowers can delay payment of the debt by willingly and knowingly performing one minor evil act per day, one major act of evil per week or one grand act of evil for one month (at the cost of changing alignement to evil and preventing future delay).
Gold coins conjured with this spell are not magical but have a permanent dim aura of evil on them.
Infernal Usury, Greater
Level: Brd 4; Sor/Wiz 7
Conjures up to 35,000 gp. Defaulting on payment inflicts 1d6 points of Charisma drain per week. Greater infernal usury cannot be broken with wish or miracle
Infernal Usury, Lesser
Level: Brd 2; Sor/Wiz 2
Conjures up to 750 gp. Minor acts of evil delay return by one week, major by one month and grand for a year. Defaulting on a payment inflicts 1d2 points of Charisma drain per week.
The money loaned were set at 1/4th suggested wealth per level at level when those spells become available (using Sor/Wiz caster level in case of lesser version).
Like Matthew's spells they aren't playtested or balanced so introduce them at your own peril.
Nine Hells provide no warranty whatsoever and claims no responsibility for damage, fall from grace and/or alignement change caused by use or failure to comply with terms. Loan interest includes an administration fee, a tithe to Lord Asmodeus and Archdevil overseeing the process. Any indlugences, atonement costs or bribes that might be required by custom and/or tradition are not included in the contract.
EDIT: Minor change to Charisma drain.

Icyshadow |

I'd say the true evilness of the spell is in the not-a-bug-but-a-feature utility of making someone radiate evil for a full minute. Now, when faced with Sir Stare-'n-Stab, the paladin, who enjoys detecting for evil and then slaying the wicked one, all the evil wizard needs to do is run into a room with Patsy--you all remember Patsy--and smear her with a drop of devil blood or unholy water, then cast Invisibility or Dimension Door on himself before Sir Stare-'n-Stab runs in. The evil wizard of course has previously made certain that Sir Stare-'n-Stab knows the evil wizard is able to cast Disguise Self and is fond of using it. Patsy honestly swears that a man ran in, cast some wicked spell upon her, then vanished.
Odds that Sir Stare-'n-Stab doesn't believe the evil wizard's "lies"? Pretty darn good. Chances that Patsy gets gutted like a fish? Even better.
Then, regardless of whether Sir Stare-'n-Stab loses his paladinhood--I'd drop it immediately, but others I know would argue for Atonement or even giving him a full pass for being tricked by an evil wizard--he's left in the room with a bloody sword and the corpse of a murdered maiden that's stubbornly refusing to turn back into the body of said evil wizard. Even better, he probably mutilates the corpse because it's detecting as evil for a full minute which he might think is because the evil wizard is playing possum, since he knows for a fact from his basic theology class and previous stabination that corpses are completely neutral, and once the wizard is dead, the evil soul goes away and all you're left with is a neutral corpse.
Chances that a lawful society could put Sir Stare-'n-Stab on trial for murder and corpse desecration? Extremely good.
So you force Paladins to play Lawful Stupid? You know that's only a thing horrible DMs do, right?
That's an insult to people who play Paladins (or Good-aligned Clerics) everywhere, and I would certainly not go on to make a Paladin lose his powers over such crap. Actually, I'd avoid being an a-hole DM and thus never make that kind of scenario to begin with (I'd at least give the Paladin one or two chances to notice that something's not adding up). Also, be aware that there's a spell called Zone of Truth, and Iomedae's Paladins/Clerics who have the Inheritor's Crusader prestige class have the lovely Sword Against Injustice ability that will reveal the truth of the matter without trouble.
With that said, I do enjoy these spells here (for the most part at least), but wouldn't Infernal Usury be better with Wisdom or Intelligence damage, just to make sure the foolish mortal who cast the spell could end up on the path of evil more easily but with just as much subtlety?

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With that said, I do enjoy these spells here (for the most part at least), but wouldn't Infernal Usury be better with Wisdom or Intelligence damage, just to make sure the foolish mortal who cast the spell could end up on the path of evil more easily but with just as much subtlety?
Enjoy is a subjective term of course...
As to CHa/Int/Wis drain. I could 'fluff' Cha drain as the person becomes more and more inward focused (Charisma being how the target affects its others, vs Wisdom being how they are effected by others) as they become consumed by paying off their debt. I would add that if the cursed victim's CHA goes to zero their soul is sent to hell and their body is dead (lesser) turned to pyrite (normal) or turned to lead (greater) to reflect the 'false currency' nature.
Bonus if the caster gets to count the recepient as a sacrifice (see Princes of Darkness) if they arrange for the person to not be able to pay the debt...
Oh, funny thought... those infernal gold coins, how well they might be spread. Think of the (urban legend?) "US currency tests positive for drugs" thing.
Edited for more evil.