Infernal healing question


Rules Questions

Dark Archive

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Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

okay, here's the question, infernal healing targets a 'creature' says...

You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

does this work on undead and constructs?

Grand Lodge

An undead or construct is a creature. Either can be wounded and can have fast healing since, unlike regeneration, a Constitution score is not a requirement.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

that's what I thought, thanks

Liberty's Edge

Of course, since Infernal healing has SR, many constructs will not benefit from it.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

i was under the impression SR (harmless) spells, you ignored the magic immunity. if not, how could a clay golem haste himself with his spell-like?


SR doesn't get in the way of your own magic effects, but for anyone else that uses a spell that SR affects, harmless or harmful, you'd need to lower your spell resistence. It's typically a standard action, such as for Drow or certain dwarves


Xavier319 wrote:
i was under the impression SR (harmless) spells, you ignored the magic immunity. if not, how could a clay golem haste himself with his spell-like?

Haste in that case is (su) as it should be to affect itself. Golems are immune to magic unless the spell does not allow SR, or either the spell or creature description mentions an exception.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

strange. just makes me wonder why the spell Rapid Repair, which gives constructs and golems fast healing 5 for a while, is SR (harmless). and golems dont actually have SR, they're just immune to any spell that allows SR.


Xavier319 wrote:
strange. just makes me wonder why the spell Rapid Repair, which gives constructs and golems fast healing 5 for a while, is SR (harmless). and golems dont actually have SR, they're just immune to any spell that allows SR.

it works on constructs but most if not all golems are immune to the spell, it would have helped if the spell specifically mentioned golems which it doesn't.

Dark Archive

Pathfinder Adventure, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

yeah. just found it ironic. just seems VERY hard to heal golems.

Grand Lodge

If on round 1 I use a charge of a wand of infernal healing and I am at full hit points. on round 2 and 3 I am attacked I assume that I would get 9 hit points back not 10. Am I correct in this assumption that the fast healing would give me a hit point a round for 10 rounds. I loose the first point because I had full hit points. If one burn 2 charges does that mean in the above situation I would get 2 points around for a total of 18 hit points

Liberty's Edge

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paul Riggs wrote:

If on round 1 I use a charge of a wand of infernal healing and I am at full hit points. on round 2 and 3 I am attacked I assume that I would get 9 hit points back not 10. Am I correct in this assumption that the fast healing would give me a hit point a round for 10 rounds. I loose the first point because I had full hit points. If one burn 2 charges does that mean in the above situation I would get 2 points around for a total of 18 hit points

You must be wounded first for Infernal healing to be cast at you.

Grand Lodge

The black raven wrote:
You must be wounded first for Infernal healing to be cast at you.

Absolutely untrue.

Also, multiple castings do not stack. The first casting is replaced by the second. Basically, you replace Fast Healing 1, with Fast Healing 1.


Hmm, good for Simulacra. Though now that I read the spell again, it doesn't actually say Cure spells don't work on them (or even that they don't naturally heal). How odd.

Liberty's Edge

blackbloodtroll wrote:
The black raven wrote:
You must be wounded first for Infernal healing to be cast at you.
Absolutely untrue.

Well, that is how I read "You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1." in the spell's description.


Pathfinder Rulebook Subscriber

Well, you don't know for sure that a creature who has lost hit points has been "wounded" either so I would take that as flavoring.


I vote we remove flavoring and just enter facts

Infernal healing- 1 HP per round for duration if your Target has spell Resistance it must be rolled unless they spend a standard action to drop it.

Grand Lodge

Could be emotionally wounded.

There is no "less than full hit points" wording, or the like.


LOL BBT you win again! hahaha

Silver Crusade

1 person marked this as a favorite.
blackbloodtroll wrote:

Could be emotionally wounded.

There is no "less than full hit points" wording, or the like.

You wound me, sir!

Grand Lodge

Thanks guys for The information: to recap you can use a wand of infernal
healing as a preventive protective measure : similarly like aide or false life. The spell will give you fast healing so that you will recover 1 hit point around for 10 rounds. If you loose hit points. If you don't you just wasted the spell, since fast healing will not heal you more hit points then you start with. However this spell could save you from death if you cast it before a combat and were unable to get access healing other wise you would at least get 9 hit pints back.


blackbloodtroll wrote:

Could be emotionally wounded.

There is no "less than full hit points" wording, or the like.

Or you just poke yourself with a needle before casting it.

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