Does a spell like this already exist?


Pathfinder First Edition General Discussion


Is there a spell that heals someone at the cost of your own hp/ other "life force"? If not I think there should be one and it should be a [good] spell since self sacrifice is usually seen as a good thing.


Blood of the Martyr exists and could do that if you so chose.

There probably are other spells along those lines, but I don't recall them offhand.


Shield Other is similar.


Life Oracle has Life Link which prevents damage to allies 5 hp at a time. Stack this with Shield Other and you'll take a lot of your allies damage.


Ki is life force, right? Qinggong monk can choose some healing options, and Monk of the Healing Hand works like this - up to and including being able to sacrifice their existence to heal.


Between master and companion ther eis a "bleed for your master" spell as well


None of those quite fit what I'm looking for so I guess I'll make my own for you to evaluate:

Soul Sacrifice
School: Necromancy (healing) [Good] Level: Cleric/Oracle 2/ Pal 2/ Witch 2
Casting Time: 1 standard action
Components: V, S
Range: 30 ft
Target: One creature
Saving Throw: none Spell Resistance: yes (harmless)

You suffer 2d8+1 damage per caster level (maximum +10) and the target is healed for the same amount of damage you took. This spell has no effect on undead.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Personally I'd evaluate that as more a 1st level spell than a 2nd. I could see analogs for all the cure spells that did twice as much healing but hurt your in return and I think it would be balanced provided no damage mitigation was allowed. Flavor wise, I think I'd have it be a touch spell though.


Also what about a spell that resurrects someone with no components required but kills the caster (they could still be resurrected by someone else)? I can see times that might come in handy.


Yqatuba wrote:
Also what about a spell that resurrects someone with no components required but kills the caster (they could still be resurrected by someone else)? I can see times that might come in handy.

Does your group care about the fact that Raise Dead, Reincarnate, Cyclic Reincarnation, Resurrection, and True Resurrection all have fairly expensive material component costs?

If not, then the fact that such a spell would either eliminate the gold cost of raising someone from the dead or greatly reduce it doesn't matter.

At least if the spell is compatible with using Breath of Life on the caster to bring them back to life for free.

OTOH, Temporary Resurrection already accomplishes the low cost resurrection option, but as a 7th level spell.

People do like to argue about whether they properly count as dying for real when Temporary Resurrection ends, though, IIRC.


Yqatuba wrote:

None of those quite fit what I'm looking for so I guess I'll make my own for you to evaluate:

Soul Sacrifice
School: Necromancy (healing) [Good] Level: Cleric/Oracle 2/ Pal 2/ Witch 2
Casting Time: 1 standard action
Components: V, S
Range: 30 ft
Target: One creature
Saving Throw: none Spell Resistance: yes (harmless)

You suffer 2d8+1 damage per caster level (maximum +10) and the target is healed for the same amount of damage you took. This spell has no effect on undead.

A spell that heals no more than Cure Moderate Wounds while also hurting the caster? I guess the range is a slight compensation but it still seems like a pretty masochistic choice.

Maybe it could heal two targets simultaneously?

Dave Justus wrote:
Personally I'd evaluate that as more a 1st level spell than a 2nd.

This raises the amusing possibility of a healthy level 1 PC casting it, falling to negative HP, and needing immediate healing themselves.


Matthew Downie wrote:
Yqatuba wrote:

None of those quite fit what I'm looking for so I guess I'll make my own for you to evaluate:

Soul Sacrifice
School: Necromancy (healing) [Good] Level: Cleric/Oracle 2/ Pal 2/ Witch 2
Casting Time: 1 standard action
Components: V, S
Range: 30 ft
Target: One creature
Saving Throw: none Spell Resistance: yes (harmless)

You suffer 2d8+1 damage per caster level (maximum +10) and the target is healed for the same amount of damage you took. This spell has no effect on undead.

A spell that heals no more than Cure Moderate Wounds while also hurting the caster? I guess the range is a slight compensation but it still seems like a pretty masochistic choice.

Maybe it could heal two targets simultaneously?

Dave Justus wrote:
Personally I'd evaluate that as more a 1st level spell than a 2nd.
This raises the amusing possibility of a healthy level 1 PC casting it, falling to negative HP, and needing immediate healing themselves.

That's kind of the whole flavor of the spell: you're willing to hurt yourself or even die to save someone else. Although it may be underpowered. Maybe it should heal two targets or have a range of Close rather than a fixed distance.


Yqatuba wrote:
Maybe it should heal two targets or have a range of Close rather than a fixed distance.

Or it could be a swift action to cast.


Dave Justus wrote:
Personally I'd evaluate that as more a 1st level spell than a 2nd. I could see analogs for all the cure spells that did twice as much healing but hurt your in return and I think it would be balanced provided no damage mitigation was allowed. Flavor wise, I think I'd have it be a touch spell though.

I agree. This seems like the simplest way to balance the spell.


Divine Transfer is, for some reason, a Paladin-only spell. Still, it seems to be along the lines you wanted.

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