Can someone explain Amulet of Euphoric Healing to me?


Rules Questions


I've read the item description of the Amulet of Euphoric Healing, the Addiction rules, and had a look at the drugs for comparison, and…
I'm not sure I get it?

My impression is that if I heal someone (and they accept the healing, rather than making a saving throw to resist), they're also automatically affected by the "Euphoric Healing" drug, which instantly imposes a –2 penalty against all mind-affecting spells cast by the amulet’s wearer for 24 hours, and does 1 Wis damage.
In addition, they have to succeed at a DC 13 fort-save, or gain a minor addiction, which would case them to gain a –2 penalty to Con after going a day without "Euphoric Healing".

Did I get this right, or are there any glaring mistakes? Mainly, I'm wondering if the penalty on saving throws (and the wis-damage) only triggers after a failed fort-save, or if it's automatic.

Thanks in advance to everyone helping me to make sense of this.


I think that the -2 penalty and the WIS damage are all part of the failed Fort Save for addiction....

Drugs are weird tho, could be wrong...


Pan, definitely not a Kitsune wrote:

I've read the item description of the Amulet of Euphoric Healing, the Addiction rules, and had a look at the drugs for comparison, and…

I'm not sure I get it?

My impression is that if I heal someone (and they accept the healing, rather than making a saving throw to resist), they're also automatically affected by the "Euphoric Healing" drug, which instantly imposes a –2 penalty against all mind-affecting spells cast by the amulet’s wearer for 24 hours, and does 1 Wis damage.
In addition, they have to succeed at a DC 13 fort-save, or gain a minor addiction, which would case them to gain a –2 penalty to Con after going a day without "Euphoric Healing".

Did I get this right, or are there any glaring mistakes? Mainly, I'm wondering if the penalty on saving throws (and the wis-damage) only triggers after a failed fort-save, or if it's automatic.

Thanks in advance to everyone helping me to make sense of this.

That appears to be correct. There's no saving throw to gain the effect of a drug (including damage), only to avoid addiction and the effects thereof.


Further consideration (and a closer look on other available drugs) has led me to the conclusion that I better don't get drugs involved lest it escalates and we suddenly have to fight a bunch of opium-wielding rogues.

Who needs poison - drugs are far worse in Pathfinder.


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Syringe spears are things to run away from really fast.

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