Posted November 19, 2010
I have a few questions regarding the cleric's ability to spontaneously cast healing spells if they are good/neutral or injury spells if they are evil.
First, I notice that for the prepared, equivalent-level heal or injury spells, there's a significant penalty to their efficaciousness. Can anyone explain the details about that penalty?
Secondly, what's the deal with the injury spells? Yes, I get that lore-wise, they are negative energy equivalent of the heal spells. But are they really any good in combat, and is the ability to cast them spontaneously nearly as good as the ability to spontaneously heal?
First, I notice that for the prepared, equivalent-level heal or injury spells, there's a significant penalty to their efficaciousness. Can anyone explain the details about that penalty?
Secondly, what's the deal with the injury spells? Yes, I get that lore-wise, they are negative energy equivalent of the heal spells. But are they really any good in combat, and is the ability to cast them spontaneously nearly as good as the ability to spontaneously heal?
Post edited November 19, 2010 by scyld