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Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
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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.
Would the SR from infernal wound apply to casting infernal healing?
How does fast healing interact with it?

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So granting it an extraordinary ability counts as "any attempt to heal a creature"?
What if I cast darkvision on someone afflicted with an infernal wound, would that kick in for the SR, too?
What exactly would you be "healing" with a darkvision spell?. Let's not be facetious here.
The text can't be more clear... "Any attempt" means just exactly that.

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claudekennilol wrote:So granting it an extraordinary ability counts as "any attempt to heal a creature"?
What if I cast darkvision on someone afflicted with an infernal wound, would that kick in for the SR, too?
What exactly would you be "healing" with a darkvision spell?. Let's not be facetious here.
The text can't be more clear... "Any attempt" means just exactly that.
Any attempt would be a spell that actually grants health back--not a spell that grants an extraordinary ability.

Bob Bob Bob |
So your argument is that fast healing does not attempt to heal the creature. What does it do then, tickle it gently? Give it temp HP? Because what's written in the rules is that it heals like natural healing. And if at any point it attempts to heal the creature then it falls under "any attempt to heal a creature".

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I don't disagree that when the ability kicks it could have to roll SR then, but I disagree wholeheartedly that the SR needs to be overcome when the spell is cast.
It is NOT a Spell Reistance mechanic it's a caster level check because the spell is IMPEDED by the specific nature of the wound. It's one of those things that give Bearded Devils and Clay Golems their own special brands of nasty.

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Your method is worse for the person being healed since you'd need to make the SR check every round.
Not really because the OP would argue that the one success would nullify the bleed making further checks unnecessary.
He's essentially trying to get multiple tries for the one needed success from a single spell cast.

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Iterman wrote:Your method is worse for the person being healed since you'd need to make the SR check every round.Not really because the OP would argue that the one success would nullify the bleed making further checks unnecessary.
He's essentially trying to get multiple tries for the one needed success from a single spell cast.
No, I'm arguing that Fast Healing isn't the kind of healing that an Infernal Wound interacts with as it's granting an extraordinary ability instead of healing spell. At best, it would simply reduce the bleed by one damage per round as they counteract each other, but it's not the kind of healing that would stop the bleed either.
Obviously I'm in the minority on this thinking. If the spell were called Infernal Mending would this debate even come up?

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LazarX wrote:Iterman wrote:Your method is worse for the person being healed since you'd need to make the SR check every round.Not really because the OP would argue that the one success would nullify the bleed making further checks unnecessary.
He's essentially trying to get multiple tries for the one needed success from a single spell cast.
No, I'm arguing that Fast Healing isn't the kind of healing that an Infernal Wound interacts with as it's granting an extraordinary ability instead of healing spell. At best, it would simply reduce the bleed by one damage per round as they counteract each other, but it's not the kind of healing that would stop the bleed either.
Obviously I'm in the minority on this thinking. If the spell were called Infernal Mending would this debate even come up?
You're right that they aren't the same thing. What they BOTH are are healing effects, and that's what matters. And yes, it would still be an issue if the spell was called Infernal Mending, because it's the effect, not the name that matters.

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Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Bleed is only stopped by a heal check or a spell that provides healing. Infernal Healing doesn't heal, it grants Fast Healing. But Fast Healing will not stop the bleed damage as natural healing doesn't stop bleed and bleed isn't called out as an exception. As it doesn't stop the bleed and isn't a healing spell, SR shouldn't apply.
I'm only going by what's written. If you can show me the text that backs up what you're saying I'm more than willing to listen but so far you've only made statements with no quoted rules. Please forgive me if I appear to be overly hostile, I'm just trying to figure this out.

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PRD wrote:Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Bleed is only stopped by a heal check or a spell that provides healing. Infernal Healing doesn't heal, it grants Fast Healing. But Fast Healing will not stop the bleed damage as natural healing doesn't stop bleed and bleed isn't called out as an exception. As it doesn't stop the bleed and isn't a healing spell, SR shouldn't apply.
I'm only going by what's written. If you can show me the text that backs up what you're saying I'm more than willing to listen but so far you've only made statements with no quoted rules. Please forgive me if I appear to be overly hostile, I'm just trying to figure this out.
The quoted rule is in the beard devil's attack it impedes the effect of ANY attempt to heal, if a spell is involved a caster check is REQUIRED. there is no qualification on what spells require caster checks if they grant healing. If the spell grants healing OF ANY FORM, you have to roll the check. Yes the spell grants a special ability, the special ability it grants is healing, ergo the spell grants healing and is subject to impedence. QSD end of story.

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The quoted rule is in the beard devil's attack it impedes the effect of ANY attempt to heal, if a spell is involved a caster check is REQUIRED. there is no...
At the point the healing is started the spell has already functioned. Once the ability kicks in what makes the spell caster level check? The spell has already gone off and it isn't a spell any more. I'm sorry, you haven't provided sufficient evidence to prove your point to me. I just don't see it.

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LazarX wrote:The quoted rule is in the beard devil's attack it impedes the effect of ANY attempt to heal, if a spell is involved a caster check is REQUIRED. there is no...At the point the healing is started the spell has already functioned. Once the ability kicks in what makes the spell caster level check? The spell has already gone off and it isn't a spell any more. I'm sorry, you haven't provided sufficient evidence to prove your point to me. I just don't see it.
You make the check when you cast the spell because it is a spell that grants healing which it is, no matter how much logic you try to chop and twist in it.. If you won't accept that answer that's not my problem, it's between you and your DM. Unless you have an objection that does not involve my repeating myself, we're done.

Abraham spalding |
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2 Things:
1. It's not an SR check. This is important since spell penetration does not help with this. It's a caster level check, while spell resistance is a type of caster level check it is not the only type.
2. Once magical healing is applied then the bleeding stops as per the infernal wound's description and no more checks are required. So you would check when the magical healing is applied.
Remember that Infernal healing would not help in an anti-magical zone. It is a spell, it is magic, it is healing, therefore it meets all the criteria of the infernal wound's ability. Again it doesn't matter how it heals. It's magic, it is a spell, it heals damage.

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I suppose spells like Aid or Bears Endurance don't really count as 'healing' even though they would stop bleedout from being below 0 hp.
They would, of course, buy time for the victim to find a more permanent solution.
The Barbarians Renewed Vigor, I suppose, would go off the Barbarians level as the 'CL'?

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2 Things:
1. It's not an SR check. This is important since spell penetration does not help with this. It's a caster level check, while spell resistance is a type of caster level check it is not the only type.
2. Once magical healing is applied then the bleeding stops as per the infernal wound's description and no more checks are required. So you would check when the magical healing is applied.
Remember that Infernal healing would not help in an anti-magical zone. It is a spell, it is magic, it is healing, therefore it meets all the criteria of the infernal wound's ability. Again it doesn't matter how it heals. It's magic, it is a spell, it heals damage.
1. Right, I'm confusing the two since they are so similar in this case but of course you are right.
2: It's not magical healing. It's natural healing as per the description of the ability it gains. There is no extra text that changes the "natural healing" to magical just because it's from a spell. Fast healing would not stop the bleed.
You're right, it wouldn't function in an anti-magical zone as it's an ongoing effect from the spell, but it's still natural healing per the description.
I guess we're just going to have to agree to disagree. If you can find something that says it'll be treated as magical healing because it's from a spell even though it says natural healing then that might sway my opinion.
What about the case if it already had Fast Healing (disregarding infernal healing), how would you rule it interacting with Infernal Wound?

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2: It's not magical healing. It's natural healing as per the description of the ability it gains. There is no extra text that changes the "natural healing" to magical just because it's from a spell. Fast healing would not stop the bleed.
It doesn't have to be magical. It has to be "any attempt to heal a creature suffering from an infernal wound". Which Infernal Healing is. And despite being fast healing, "Success indicates the healing works normally and stops all bleed effects on the victim." So if the caster level check succeeds, the Infernal Healing spell will stop the bleed effect.
Regular fast healing wouldn't require a check, but also wouldn't staunch the bleeding.

Abraham spalding |

My interpretation would be this. It's not inherently magical healing in my opinion, I agree it's a spell granting an Ex ability, so the spell flatout would not work unless he received full on magical healing with an appropriate CL check.
In order for you to be correct then it would have to work in an anti-magic area.
Since it doesn't work in an anti-magic area, it is in fact magic. It is also healing, therefore it is magical healing.
It's akin to saying, "Cure light wounds doesn't heal, it 'cures' damage!"

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Kiinyan wrote:My interpretation would be this. It's not inherently magical healing in my opinion, I agree it's a spell granting an Ex ability, so the spell flatout would not work unless he received full on magical healing with an appropriate CL check.In order for you to be correct then it would have to work in an anti-magic area.
Since it doesn't work in an anti-magic area, it is in fact magic. It is also healing, therefore it is magical healing.
It's akin to saying, "Cure light wounds doesn't heal, it 'cures' damage!"
I never thought about it not working in an anti-magic area. I stand corrected.

Iterman |
Infernal Healing is not magical healing (otherwise I'd have already used fast healer-when you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).- with a scarred witch doctor to cast infernal healing; fast healing 3-4 at level 1 sounds super nice); although that distinction doesn't matter in this case since it requires only healing of some fashion. For example, you could use a heal skill check (treat deadly wounds) with a DC of 20-24 depending on if you had a healer's kit to treat the bleed and you'd still have to make the caster level check. However, non magical classes can bypass this caster level problem by stopping the bleeding with a DC 17 heal check and then healing the creature through the above means.
EDIT: Infernal healing is a magical spell that grants an extraordinary ability intended to heal; the reason I'd say this differs from giving someone giant form I (troll - regeneration 5) is the intent to heal; So if you are giving someone giant form I with the intent of healing him you'd still make the caster level check. This is because just as a scalpel can both be used in a surgery to save someone's life it can also be used to kill that very same person. Therefore, it is the intent of the spell that determines whether or not the caster level check would be invoked. Similarly you can't cast a fireball on a creature with fire absorption to bypass the check either: intent.

slitherrr |
I would say that arbitrating it based on "intent" is asking for trouble--you'll have players who just insist that they're only casting spells for their other effects any time they need to bypass something like this. Unfortunately, that isn't any good for generating guidelines for dealing with the issue at hand, but if I were GM, I'd rule that using Giant Form I that way would invoke the DC check, simply because it is a spell that happens to have a healing effect (but using Giant Form I for a form without fast healing would not invoke that clause). It doesn't make sense, to me, to insist that something magical that clearly causes healing to happen as a consequence of being cast doesn't fall under the realm of "magical healing"

Iterman |
If you can't tell the object of their intent in this case, they deserve to bypass the caster level check.
For instance, my GM had one of his casters use command on me, with the directive: "do not attack me." Even though I tried to break the ceiling above him, attack the item inside him (as he was incorporeal), both of these actions were denied. It was only after I was already inside him trying break the item in question with my non magical hands that he told me that he rolled to see if my magical weapon, which I was merely holding at the time, would do any damage to it (unintentionally since I didn't/don't think a weapon could do damage to a creature unless you take an action to do so) while I was passing through it.
Believe me when I say I'm in complete agreement that infernal healing should be viewed as magical healing, since it is magic that is healing someone and clearly defined to be so in the description. However, if that view is taken with respect to infernal healing, then what is to stop someone from using that same reasoning to apply dazing spell to say greater magic weapon? Is the spell greater magic weapon not applying the spells damage to the creature every time you hit it? The answer according to everyone I've talked to is that the spell and the effect become two separate entities independent of one another. So while the spell is magical the effect is not. Therefore, it is not defined as magical healing, and dazing spell can't be used with greater magic weapon since it is the effect not the spell doing the damage.
Now the tricky part starts when you think about this in terms of other spells with instantaneous effects like fireball. How come this method of casting doesn't separate the act of casting the spell and effect? The answer is: $*%@ if I know!

slitherrr |
If you can't tell the object of their intent in this case, they deserve to bypass the caster level check.
My point isn't that the GM is stupid or obtuse and can't determine intent, my point is that even opening up that sort of argument is silly if you don't have to account for intent in the first place.
Dazing Spell would be a confounding factor, except that if you take my interpretation of "these things (i.e., Dazing Spell, the DC check against healing) happen when the spell is cast", then it doesn't present any conflict--the dazing spell effect would happen when Greater Magic Weapon is cast (i.e., it wouldn't do anything useful), and it wouldn't happen again, just like Infernal Healing (and Giant Form I, when the form provides fast healing) would invoke the DC check when they are cast, but not when the healing actually happens. In both cases, the effect is still magical (that healing is not happening for your normal everyday reasons, just like that +1 isn't some "natural" attribute of the blade), but the metamagic/DC check is against the spell, not the effect.

Iterman |
My point isn't that the GM is stupid or obtuse and can't determine intent, my point is that even opening up that sort of argument is silly if you don't have to account for intent in the first place.
I'll agree to an extent but intent should factor in for the sake of realism/gameplay.
Dazing Spell would be a confounding factor, except that if you take my interpretation of "these things (i.e., Dazing Spell, the DC check against healing) happen when the spell is cast", then it doesn't present any conflict--the dazing spell effect would happen when Greater Magic Weapon is cast (i.e., it wouldn't do anything useful), and it wouldn't happen again, just like Infernal Healing (and Giant Form I, when the form provides fast healing) would invoke the DC check when they are cast, but not when the healing actually happens. In both cases, the effect is still magical (that healing is not happening for your normal everyday reasons, just like that +1 isn't some "natural" attribute of the blade), but the metamagic/DC check is against the spell, not the effect.
My statement is in agreement with this. I just don't understand how this applies to spells like fireball (the check would happen when you cast it- no damage has been done so no dazing spell) then the effect of the fireball happens and poof the damage happens.

slitherrr |
I just don't understand how this applies to spells like fireball (the check would happen when you cast it- no damage has been done so no dazing spell) then the effect of the fireball happens and poof the damage happens.
Ah, I see where you're coming from. This probably has to be solved by merging effect and cause then the two are temporally coincident, which seems completely reasonable, but I haven't poked around enough in the spell list to inevitably find the case where that's going to make something weird happen.

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claudekennilol wrote:The quoted rule is in the beard devil's attack it impedes the effect of ANY attempt to heal, if a spell is involved a caster check is REQUIRED. there is no...PRD wrote:Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Bleed is only stopped by a heal check or a spell that provides healing. Infernal Healing doesn't heal, it grants Fast Healing. But Fast Healing will not stop the bleed damage as natural healing doesn't stop bleed and bleed isn't called out as an exception. As it doesn't stop the bleed and isn't a healing spell, SR shouldn't apply.
I'm only going by what's written. If you can show me the text that backs up what you're saying I'm more than willing to listen but so far you've only made statements with no quoted rules. Please forgive me if I appear to be overly hostile, I'm just trying to figure this out.
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
That include supernatural abilities and fast healing/regeneration when they are given by a magical effect.

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Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.
but
Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.
Any magical healing include any form of supernatural ability to recover hp, included fast healing if it come from a spell or it is SU.

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Just to explain the multiple posts: it is a issue that happen twice every year when the West cost US change the Daylight saving hour. The UE change it a week earlier, so the server clock and my posting clock disagree and my posts aren't displayed.
Apparently now the servers are again synchronized or some forum Ninja has corrected the issue.

Iterman |
Iterman wrote:Interesting notion, which I suppose could mean a quickened dazing magic weapon cast while hitting someone would evoke the dazing spell?No, I don't think so. The "effect" here is still the +X on the blade, which isn't changed at all by the casting time of the spell.
My thoughts were that, just as magic weapon provides +x on the blade as an effect, the physical "fire ball" would be the effect of fireball, not the damage. In both cases the effect can lead to damage.
However, they differ in the timing of their damage. To remedy this discrepancy, you could cast it as a quickened spell on an attack. Thus, in both cases, the damage would be made at the same time as the casting. This is why I would say a quickened dazing magic weapon should evoke the dazing spells effect. A highly inefficient use of a 9th level spell but the idea can be used to various effects.
Tarantula |

PRD - Glossary wrote:Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.but
PRD - Universal monster rules wrote:Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.Any magical healing include any form of supernatural ability to recover hp, included fast healing if it come from a spell or it is SU.
So would casting giant form 2 require a CL check because it might grant them regeneration which is a type of magical healing when given by a spell?

slitherrr |
However, they differ in the timing of their damage. To remedy this discrepancy, you could cast it as a quickened spell on an attack.
I see what you're getting at--and incidentally, this muddles things even further with glyph spells and the like where the damage could be triggered at some arbitrary time. There's probably still a useful distinction between "the spell's effect is specifically to do damage" and "the spell's effect is to specifically enhance an object's ability to do damage", but you're right that it's ground that isn't as clear as I tried to make it sound.

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Diego Rossi wrote:So would casting giant form 2 require a CL check because it might grant them regeneration which is a type of magical healing when given by a spell?PRD - Glossary wrote:Bleed: A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.but
PRD - Universal monster rules wrote:Bleed (Ex) A creature with this ability causes wounds that continue to bleed, inflicting additional damage each round at the start of the affected creature's turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing. The amount of damage each round is determined in the creature's entry.Any magical healing include any form of supernatural ability to recover hp, included fast healing if it come from a spell or it is SU.
Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
Decidedly a gray area. I would say that failing the level check will allow you to turn into a troll but that the troll fast healing wouldn't work. Not RAW but the best compromise I can see.
Essentially the healing part of the spell would fail if the spell has a healing part and some other effect. For sure Infernal wound is meant to stop any form of healing, even indirect ones.
Tarantula |

PRD wrote:Infernal Wound (Su) The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.Decidedly a gray area. I would say that failing the level check will allow you to turn into a troll but that the troll fast healing wouldn't work. Not RAW but the best compromise I can see.
Essentially the healing part of the spell would fail if the spell has a healing part and some other effect. For sure Infernal wound is meant to stop any form of healing, even indirect ones.
What if you already were a troll via giant form 2 with regeneration? Then a bearded devil hits you? Do you now have to retroactively make a CL check for the spell to see if the fast healing it grants can still heal you while affected by an infernal wound?
What about troll oil?
Troll Oil
Price 50 gp; Weight 1 lb.
This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.
Does it need to make any kind of checks, or is it just flat 50% chance to stop the bleed? Which "specific" wins? Infernal wound or troll oil?

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What about troll oil?
Quote:Does it need to make any kind of checks, or is it just flat 50% chance to stop the bleed? Which "specific" wins? Infernal wound or troll oil?Troll Oil
Price 50 gp; Weight 1 lb.
This crimson liquid is viscous and tastes foul. If you drink it, for the next hour you automatically stabilize when reduced to negative hit points (unless the damage is sufficient to instantly kill you) and have a 50% chance each round to end any bleed effect on you. If you take fire or acid damage, the benefits of troll oil are suspended for 1 round.
Alchemical cure. Not magical. It make a heal check? No.
Conclusion: it don't work.