Positive Pulse

School necromancy; Level cleric 1, inquisitor 1, paladin 1, shaman 1, sorcerer/wizard 1, spiritualist 1, summoner 1, witch 1


Casting Time 1 standard action
Components V, S


Range close (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius burst
Duration instantaneous plus 1 round (see text)
Saving Throw Will negates or Will negates (harmless); see text; Spell Resistance yes


This spell causes a wave of positive energy to spread from a point you designate, damaging foes vulnerable to positive energy and bolstering living creatures. Each creature damaged by positive energy in the area (such as undead) must succeed at a Will save or take 1d6 points of damage, plus 1 point for every 2 caster levels (maximum +5). Haunts manifesting in the spell’s area also take this damage.

This spell does not heal creatures healed by positive energy; such creatures instead gain a +2 bonus on saving throws against death effects, energy drain, negative energy, and effects directly caused by haunts. This bonus lasts for 1 round.

Positive Pulse, Greater

School necromancy; Level cleric 4, inquisitor 4, paladin 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 3, witch 4
Area 15-ft.-radius burst

This spell functions like positive pulse, except that the damage dealt increases to 3d6 plus your caster level, and the bonus on saving throws increases to +8.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Planar Adventures © 2018, Paizo Inc.; Authors: Robert Brookes, John Compton, Paris Crenshaw, Eleanor Ferron, Thurston Hillman, James Jacobs, Isabelle Lee, Lyz Liddell, Ron Lundeen, Joe Pasini, Lacy Pellazar, Jessica Price, Mark Seifter, F. Wesley Schneider, Todd Stewart, James L. Sutter, and Linda Zayas-Palmer.

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