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This is a first stab at an idea I’ve been playing with for a while when considering a RevisedPath version of the 1st edition Pathfinder Roleplaying Game. I’d love folks to give me feedback before I reveal what I like about this idea.

(Art by warmtail)

Cure Light Wounds

School conjuration (healing); Level adept 1, alchemist 1, bard 1, cleric 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, oracle 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1Casting Time 1 standard actionComponents V, SRange touchTarget creature touchedDuration instantaneousSaving Throw Will half (harmless); Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 2 points per caster level (maximum +10). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

If this spell is cast directly by a character using a class ability (rather than an item or spell-like or supernatural ability), it grants an additional benefit to creatures it heals depending on the class casting it, as follows.

adept +1 point of healingalchemist 2 temporary hit points for 1 round/levelbard +1 morale bonus to skill checks for 1 round/levelcleric +1 divine bonus to saving throws for 1 round/leveldruid +1 enhancement bonus to natural armor bonus for 1 round/levelhunter select druid or ranger effect, for half duration (minimum 1 round)inquisitor +5 morale bonus to Sense Motive checks for 1 round/levelinvestigator +5 morale bonus to Perception checks for 1 round/leveloccultist DR 1/magic for 1 roundoracle +3 divine bonus to saves against illusions for 1 round/levelpaladin +1 divine bonus to melee attack rolls for 1 round/levelranger +1 divine bonus to ranged attack rolls for 1 rounds/levelshaman +1 divine bonus to caster level for 1 roundskald 1 to spell DCs for 1 roundspiritualist armor bonuses to AC apply against incorporeal attacks for 1 round/levelwarpriest +1 to damage rolls for 1 round/levelwitch +5 to Bluff checks for 1 round/level

Cancer Support

I have cancer, and am on chemo (and likely will be for months to come). If you want to help me cover cancer treatment costs, right now, one great way to offer your support is to pick up The Traveler’s Guide to the Darklands: For Pathfinder 2E, which a vast number of amazingly talented people put together as a charity product to aid me. And it’s got excepts from Alphonse Lord Tabbington! Also, the product Like A Boss – A Book of Boss Encounters is a community project put together by Samurai Sheepdog to help me cover costs.

Or, if you prefer, I do accept donations to my Ko-Fi, which doesn’t take a cut before passing the money on to me. (Also, there are cat pics there!)

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Comments

Brent A Strom

I generally like this on a number of levels and have concerns on others. Pros: Scaling makes it more appealing to hard cast, bonus effects for hard casting are good. Cons: Scaling makes Cure Moderate Wounds virtually worthless unless it is similarly scaled (repeat for Serious and Critical). The class-specific bonuses are wildly imbalanced. Occultist DR 1/magic is very small and doesn't match the defensive round/level standard of other classes, skald DC bonus could practically be a spell on its own. I love the idea of making the Cure spells have adequate effects to bother casting in combat. The current meta around "healing is for post-combat unless you're using Heal" is bad design that can be corrected and you're showing that well here.

Craig C.

2 Thumbs Up on this revision of Cure Spells, Owen! You've taken a semi-boring, slightly-low-powered staple spell ... and made it significantly more interesting as an option. The class variations are genius. The duration of the additional benefit could possibly use some re-balancing for some of the classes. But not too much. These changes will also make shopping for Cure Wound wands a lot more fun!