Eric Vaubel Pathfinder · Spell Archive
Resist Positive Energy
Abjuration · 2 Level
Custom Spell
2 Level
Abjuration
SchoolAbjuration
LevelCleric/Oracle 2, Sorcerer/Wizard 2
Casting Time1 standard action
ComponentsV, S
RangeTouch
TargetCreature touched
Duration10 minutes/level
Saving ThrowWill negates (harmless)
Spell ResistanceYes (harmless)
Description
A black seed of magic floats above your finger, and you implant it in the creature before you, guarding it against positive energy.
The warded creature gains partial protection against positive energy effects.
For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that adversely affects it. At 7th level, the reduction becomes 20, and at 11th level the reduction becomes 30.
Positive energy effects that don’t deal hit point damage to the subject, such as turning attempts, affect the subject normally.
The warded creature gains partial protection against positive energy effects.
For as long as the spell lasts, it subtracts 10 from the hit point damage dealt by any positive energy effect (such as a cure spell) that adversely affects it. At 7th level, the reduction becomes 20, and at 11th level the reduction becomes 30.
Positive energy effects that don’t deal hit point damage to the subject, such as turning attempts, affect the subject normally.