So why can't disrupt undead heal shit?


Pathfinder First Edition General Discussion


"You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it."

Sooo, why can't that heal things? Positive energy heal things, right? It's apparently powerful enough to replicate level 1 channeling vs undead, so why can't I heal shit?


1 person marked this as a favorite.

For the same reason that when you channel you can either heal friends or hurt undead. It's all just positive energy, right?


2 people marked this as a favorite.

Disrupt Undead is a cantrip, so you can use it over and over again.

If you could heal with it you would never need out-of-combat healing any more; a 1st level wizard could heal your entire 20th level party back to full given enough time.


Peet wrote:

Disrupt Undead is a cantrip, so you can use it over and over again.

If you could heal with it you would never need out-of-combat healing any more; a 1st level wizard could heal your entire 20th level party back to full given enough time.

Which they could have done anyways with enough applications of the Ole Healy Stick. Or a custom magic item with unlimited CLW for 2000g.


1 person marked this as a favorite.

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.


Athaleon wrote:
Peet wrote:

Disrupt Undead is a cantrip, so you can use it over and over again.

If you could heal with it you would never need out-of-combat healing any more; a 1st level wizard could heal your entire 20th level party back to full given enough time.

Which they could have done anyways with enough applications of the Ole Healy Stick. Or a custom magic item with unlimited CLW for 2000g.

Custom magic ___ relies on GM Fiat. The authors can only account for the what the rules allow, and that healy stick cost money, and may run out of charges. Other things may also happen that won't stop a cantrip.


Like Simon wrote, positive energy, as channeled or cast, is not as multi-functional as pure positive energy. Channeling positive energy can either harm undead or heal the living, but it can't do both at once. Disrupt undead is only for harming undead.

Ya dig?


1 person marked this as a favorite.
Paladin of Baha-who? wrote:

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.

There comes a point well before level 20 when 15g per CLW charge is a trivial expense for the party. It would be entirely reasonable for a GM to let them craft their unlimited-use CLW item to eliminate a little bookkeeping. Unlimited out-of-combat healing is just another thing a high level party can do, along with Teleport, Plane Shift, Resurrection, Create Demiplane, etc.


6 people marked this as a favorite.
Athaleon wrote:
Paladin of Baha-who? wrote:

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.

There comes a point well before level 20 when 15g per CLW charge is a trivial expense for the party. It would be entirely reasonable for a GM to let them craft their unlimited-use CLW item to eliminate a little bookkeeping. Unlimited out-of-combat healing is just another thing a high level party can do, along with Teleport, Plane Shift, Resurrection, Create Demiplane, etc.

Is that point first level when cantrips first become available?


1 person marked this as a favorite.
Athaleon wrote:
Paladin of Baha-who? wrote:

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.

There comes a point well before level 20 when 15g per CLW charge is a trivial expense for the party. It would be entirely reasonable for a GM to let them craft their unlimited-use CLW item to eliminate a little bookkeeping. Unlimited out-of-combat healing is just another thing a high level party can do, along with Teleport, Plane Shift, Resurrection, Create Demiplane, etc.

What is reasonable varies by table, and the game is still not written to account for custom items. That is why they got rid of the level 0 spell from 3.5 that always cured 1 hp.


2 people marked this as a favorite.

Sometimes I wish all forums had downvote options.


2 people marked this as a favorite.

You think that, until somebody downvotes you.

Forum Karma systems are also pieces of garbage, too.

Shadow Lodge

1 person marked this as a favorite.

How many hit points does shit have, anyway?

I try to make sure things are fully dead before they go into me, much less before they come out.


Paladin of Baha-who? wrote:

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.

There are boots of the earth, which grant the wearer fast healing 1 (So put them on, stand around for a while, then trade shoes with the next guy) for 5,000.

At the same time, while it can bring a high level barbarian from 'near dead' to full in about 10 minutes....it takes 10 minutes, and other party members are waiting for their turn for 10 minute healing. That is an appreciable time cost when it comes to medium length buffs, particularly since you might need healing after every battle.

The item is only really overly useful at low levels...where it is just too expensive compared to a wand of CLW to justify it. Heck, even at high levels, it is only justified over the long term.

So there are infinite healing items, but they are balanced by the fact that they are EXTREMELY slow when compared to how your hp scales.


Kthulhu wrote:

How many hit points does s&+& have, anyway?

I try to make sure things are fully dead before they go into me, much less before they come out.

This is why I would suggest mending or make whole.


lemeres wrote:
Paladin of Baha-who? wrote:

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.

There are boots of the earth, which grant the wearer fast healing 1 (So put them on, stand around for a while, then trade shoes with the next guy) for 5,000.

At the same time, while it can bring a high level barbarian from 'near dead' to full in about 10 minutes....it takes 10 minutes, and other party members are waiting for their turn for 10 minute healing. That is an appreciable time cost when it comes to medium length buffs, particularly since you might need healing after every battle.

The item is only really overly useful at low levels...where it is just too expensive compared to a wand of CLW to justify it. Heck, even at high levels, it is only justified over the long term.

So there are infinite healing items, but they are balanced by the fact that they are EXTREMELY slow when compared to how your hp scales.

What are these boots? Are they a pathfinder item?

A high level barbarian is still going to take 3 minutes using an unlimited CLW. (3.5 times faster). Or not at all if he's unconscious compared to fast healing. Fast healing happens with no action where the CLW item uses your standard action every round. I'm sure the boots will have other prerequisites like being in contact with the ground or something.

Making new items that mimic other items requires much thought for balance. If a wand of CLW is 750 GP and the unlimited CLW item is 2000 GP, then is the value of the unlimited item worth 2.5 CLW wands. Unlimited seems a lot better than 125 charges. So what about 10 wands for 7500 GP and 500 charges. 500 charges seems a little more unlimited than 125 (maybe not at high level, but at high level you could have a cleric in your party that no longer uses first to third level spells for much beyond healing along with channels.
Maybe a better approach is to figure out what level a party would have little effort to heal out of combat and use that as your caster level instead of 1. So at level 10 when a cleric has 5th level spells do they generally use their low end spells for much useful action. There are many good low level spells like liberating command that come to mind, but I'm sure they'd have more resources they could throw into healing along with 5d6 channel energies. So maybe a 20,000 GP unlimited CLW would be more appropriate or 15,000 GP for 10 times a wand cost then x2 for Slotless.


Flawed wrote:
lemeres wrote:
Paladin of Baha-who? wrote:

A GM that lets you have an unlimited CLW item is playing a different game than standard Pathfinder.

The assumption in the standard game is that resources are limited, though some of them are renewable. Allowing a truly unlimited healing capability would eliminate this, and assure that all PCs were fully healed before every encounter without any expenditure of resources.

There are boots of the earth, which grant the wearer fast healing 1 (So put them on, stand around for a while, then trade shoes with the next guy) for 5,000.

At the same time, while it can bring a high level barbarian from 'near dead' to full in about 10 minutes....it takes 10 minutes, and other party members are waiting for their turn for 10 minute healing. That is an appreciable time cost when it comes to medium length buffs, particularly since you might need healing after every battle.

The item is only really overly useful at low levels...where it is just too expensive compared to a wand of CLW to justify it. Heck, even at high levels, it is only justified over the long term.

So there are infinite healing items, but they are balanced by the fact that they are EXTREMELY slow when compared to how your hp scales.

What are these boots? Are they a pathfinder item?

A high level barbarian is still going to take 3 minutes using an unlimited CLW. (3.5 times faster). Or not at all if he's unconscious compared to fast healing. Fast healing happens with no action where the CLW item uses your standard action every round. I'm sure the boots will have other prerequisites like being in contact with the ground or something.

Yeah, they are from inner sea gods, they are a Gozreh item if I remember correctly

And *bing* *bing* *bing*, you are correct sir. The boots need to be in contact with the earth, and this is done using a move action and you need to be rooted to the spot for them to work (if you move, you need to spend another move action). And being knocked prone or unconscious (the latter often leads to the former) means you lose the effect.

Shadow Lodge

Flavor:The magic behind Disrupt Undead is a very small, specific amount of positive energy. Supposedly it is such a small amount, on such a specific frequency that it can only serve to counter minor amounts of negative energy effects. It can only really be used to slightly weaken the energy that an undead to its unholy, unnatural sentience. Healing HP does essentially the same thing as resting for weeks, possibly months at a time, by using positive energy to exponentially increase the cellular reproduction rate. Not only would the amount of positive energy be quite a bit larger, but it would be on a much different frequency allowing it to affect both the living and the undead. At least, this is how I would explain it in a home game.

Mechanics:Probably the same reason PF doesn't actually have the Cure Minor Wounds cantrip, healing 1hp but infinitely. They try to restrict or remove ways to get infinite healing so that adventuring days don't go on so long that the wizard runs out of cantrips and the Monk runs out of flurry. Once you've lost the one thing that keeps you from being a glorified commoner/expert/warrior, the game becomes less fun for everyone.

Rule Lawyering:Because technically, feces don't actually have a hardness or HP in PF books(AFAIK), so thus cannot take damage(there are no HP to take from) and cannot be healed(no HP to restore). Although, perhaps there is an exploit in the Cleaner archetype for slayers that would allow this, by "damaging" messes.

Scarab Sages

If you're a Life Necromancer varient Wizard, you could theoretically use both Heighten Metamagic and the Magical Lineage trait to heighten the Cantrip to level 1 and but still have it occupy a Level 0 slot.

The theory is that since the spell counts as a Level 1 spell, the Life Necromancer ability to healing targets of 1hp per use of a targeted spell should kick in.

It's more than little controversial though, and open to interpretation as to whether Heighten metamagic ever works with Magical Lineage.


Lucio wrote:

If you're a Life Necromancer varient Wizard, you could theoretically use both Heighten Metamagic and the Magical Lineage trait to heighten the Cantrip to level 1 and but still have it occupy a Level 0 slot.

The theory is that since the spell counts as a Level 1 spell, the Life Necromancer ability to healing targets of 1hp per use of a targeted spell should kick in.

It's more than little controversial though, and open to interpretation as to whether Heighten metamagic ever works with Magical Lineage.

I believe either dev posts or a FAQ specifically indicated that you can't.

Community / Forums / Pathfinder / Pathfinder First Edition / General Discussion / So why can't disrupt undead heal shit? All Messageboards

Want to post a reply? Sign in.
Recent threads in General Discussion