Home / Spells / Resist Positive Energy

Resist Positive Energy

πŸ›‘οΈAbjuration

Custom Spell 2 Level Abjuration

πŸ“– Spell Statistics

School
Abjuration
Level
Cleric/Oracle 2, Sorcerer/Wizard 2
Casting Time
1 standard action
Components
V, S
Range
Touch
Target
Creature touched
Duration
10 minutes/level
Saving Throw
Will negates (harmless)
Spell Resistance
Yes (harmless)
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.

πŸ“œ Source

This spell was imported from New Spells 2025-03-26 (1).docx.

Eric Vaubel Pathfinder Spell Archive β€’ Pathfinder 1e custom spells