Noctis Vigil
2012-01-30, 11:20 PM
I've never much cared for the way Cure, Heal, Inflict and Harm work. Sure, they work, but they just never seemed appropriate to me. Then I started thinking about them in Ziegander's thread on reworking the Wizard, and the conversation there gave me an idea for how to rework them. Thus, without further ado, my rework of curing and inflicting magic.
Cure Trivial Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage per caster level (maximum 5 caster levels/5HP).
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.
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 2 points of damage per caster level (maximum 5 caster levels/10HP) plus your primary spellcasting ability modifier.
This spell also recovers one point of temporary ability penalty per two caster levels (maximum 5 points) to one stat of the caster's choosing.
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.
Cure Intermediate Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 3 points of damage per caster level (maximum 10 caster levels/30HP) plus twice your primary spellcasting ability modifier.
This spell also recovers one point of temporary ability damage per two caster levels (maximum 5 points) and recovers fatigue (or improves exhaustion to fatigue).
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.
Cure Serious Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 4 points of damage per caster level (maximum 15 caster levels/60HP) plus three times your primary spellcasting ability modifier.
This spell also recovers one point of temporary ability damage per two caster levels (maximum 7 points), and recovers fatigue (or improves exhaustion to fatigue) or one of the following: nauseated, sickened, shaken, or dazzled.
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.
Cure Extensive Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 5 points of damage per caster level (maximum 20 caster levels/100HP) plus four times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per two caster levels (maximum 10 points), and up to two of the following: nauseated, exhaustion, fatigue, sickened, shaken, dazzled, dazed, deafened, blinded, or stunned. It also dispels all negative levels from the creature touched.
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.
Cure Brutal Wounds
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 6 points of damage per caster level (maximum 25 caster levels/150HP) plus five times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per caster levels (maximum 25 points), and up to two of the following: nauseated, exhaustion, fatigue, sickened, shaken, dazzled, dazed, deafened, blinded, or stunned. It also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level.
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.
Cure Critical Wounds
Conjuration (Healing)
Level: Brd 6, Clr 6, Drd 7, Healing 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 7 points of damage per caster level (maximum 30 caster levels/210HP) plus six times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per caster levels (maximum 30 points), and up to three of the following: blinded, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened, or stunned. It also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level.
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.
Cure Mortal Wounds
Conjuration (Healing)
Level: Clr 7, Drd 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage per caster level (maximum 35 caster levels/280HP) plus seven times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per caster levels (maximum 35 points), and up to four of the following: blinded, confusion, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, insanity, nauseated, poisoned, shaken, sickened, or stunned. It also dispels all negative levels afflicting the healed creature. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
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.
Cure Dire Wounds
Conjuration (Healing)
Level: Clr 8, Drd 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 10 points of damage per caster level (maximum 40 caster levels/400HP) plus eight times your primary spellcasting ability modifier.
This spell also recovers all ability damage, and up to six of the following: blinded, confused, cowering, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, frightened, insanity, nauseated, panicked, paralyzed, poisoned, shaken, sickened, staggered, or stunned. It also dispels all negative levels afflicting the healed creature. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
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.
Heal
Conjuration (Healing)
Level: Clr 9, Healing 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, ability drain, blinded, confused, cowering, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, frightened, insanity, nauseated, panicked, paralyzed, petrified, poisoned, shaken, sickened, staggered, stunned. It also cures 15 hit points of damage per level of the caster (uncapped) plus nine times your primary spellcasting ability modifier.
Heal also removes all negative levels, restores permanently drained levels, and restores permanently drained ability score points.
If used against an undead creature, Heal instead acts like Harm.
Inflict Trivial Wounds
Necromancy
Level: Clr 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1 point of damage point per caster level (maximum 5 caster levels/5HP).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 2 points of damage point per caster level (maximum 5 caster levels/10HP) plus your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Intermediate Wounds
Necromancy
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 3 points of damage point per caster level (maximum 10 caster levels/30HP) plus twice your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Serious Wounds
Necromancy
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 4 points of damage point per caster level (maximum 15 caster levels/60HP) plus three times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Extensive Wounds
Necromancy
Level: Clr 4, Destruction 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 5 points of damage point per caster level (maximum 20 caster levels/100HP) plus four times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Brutal Wounds
Necromancy
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 6 points of damage point per caster level (maximum 25 caster levels/150HP) plus five times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Critical Wounds
Necromancy
Level: Clr 6, Destruction 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 7 points of damage point per caster level (maximum 30 caster levels/210HP) plus six times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Mortal Wounds
Necromancy
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 8 points of damage point per caster level (maximum 35 caster levels/280HP) plus seven times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Dire Wounds
Necromancy
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 10 points of damage point per caster level (maximum 40 caster levels/400HP) plus eight times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Harm
Necromancy
Level: Clr 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half, Fort negates (see text)
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 15 points of damage per caster level (uncapped) plus nine times your primary spellcasting ability modifier.
The target becomes stunned for one round, and blinded, confused, deafened, nauseated, and shaken for one round per caster level. A successful Fortitude save reduces this to sickened and dazed for one round instead.
If used on an undead creature, Harm acts like Heal.
_________________________
There, I think that covers everything nicely. I don't think I need to post mass versions here, do I? Anyways, this makes the Cure and Inflict spells more powerful, and gives Heal and Harm a boost as well. I also added divine focus to the list of required components for all these spells as well.
So what do people think? PEACH it up!
EDIT: Added new levels! The Cure and Inflict chains now go all the way from 0th level to 8th level, with Heal and Harm now the mightiest of spells at 9th level.
EDIT 2: Table added for simplicity. Also, those looking for mass versions of the spells can simply add Mass Spell (http://www.giantitp.com/forums/showthread.php?t=230896) to these. These spells should be increased 4 levels for Mass versions, as they are touch spells.
Cure Trivial Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1 point of damage per caster level (maximum 5 caster levels/5HP).
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.
Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 2 points of damage per caster level (maximum 5 caster levels/10HP) plus your primary spellcasting ability modifier.
This spell also recovers one point of temporary ability penalty per two caster levels (maximum 5 points) to one stat of the caster's choosing.
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.
Cure Intermediate Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 3 points of damage per caster level (maximum 10 caster levels/30HP) plus twice your primary spellcasting ability modifier.
This spell also recovers one point of temporary ability damage per two caster levels (maximum 5 points) and recovers fatigue (or improves exhaustion to fatigue).
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.
Cure Serious Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 4 points of damage per caster level (maximum 15 caster levels/60HP) plus three times your primary spellcasting ability modifier.
This spell also recovers one point of temporary ability damage per two caster levels (maximum 7 points), and recovers fatigue (or improves exhaustion to fatigue) or one of the following: nauseated, sickened, shaken, or dazzled.
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.
Cure Extensive Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 5 points of damage per caster level (maximum 20 caster levels/100HP) plus four times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per two caster levels (maximum 10 points), and up to two of the following: nauseated, exhaustion, fatigue, sickened, shaken, dazzled, dazed, deafened, blinded, or stunned. It also dispels all negative levels from the creature touched.
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.
Cure Brutal Wounds
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 6 points of damage per caster level (maximum 25 caster levels/150HP) plus five times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per caster levels (maximum 25 points), and up to two of the following: nauseated, exhaustion, fatigue, sickened, shaken, dazzled, dazed, deafened, blinded, or stunned. It also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level.
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.
Cure Critical Wounds
Conjuration (Healing)
Level: Brd 6, Clr 6, Drd 7, Healing 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 7 points of damage per caster level (maximum 30 caster levels/210HP) plus six times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per caster levels (maximum 30 points), and up to three of the following: blinded, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, nauseated, shaken, sickened, or stunned. It also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level.
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.
Cure Mortal Wounds
Conjuration (Healing)
Level: Clr 7, Drd 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 8 points of damage per caster level (maximum 35 caster levels/280HP) plus seven times your primary spellcasting ability modifier.
This spell also recovers all temporary ability damage, up to one point of permanent damage per caster levels (maximum 35 points), and up to four of the following: blinded, confusion, cowering, dazed, dazzled, deafened, exhausted, fatigued, frightened, insanity, nauseated, poisoned, shaken, sickened, or stunned. It also dispels all negative levels afflicting the healed creature. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
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.
Cure Dire Wounds
Conjuration (Healing)
Level: Clr 8, Drd 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 10 points of damage per caster level (maximum 40 caster levels/400HP) plus eight times your primary spellcasting ability modifier.
This spell also recovers all ability damage, and up to six of the following: blinded, confused, cowering, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, frightened, insanity, nauseated, panicked, paralyzed, poisoned, shaken, sickened, staggered, or stunned. It also dispels all negative levels afflicting the healed creature. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
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.
Heal
Conjuration (Healing)
Level: Clr 9, Healing 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, ability drain, blinded, confused, cowering, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, frightened, insanity, nauseated, panicked, paralyzed, petrified, poisoned, shaken, sickened, staggered, stunned. It also cures 15 hit points of damage per level of the caster (uncapped) plus nine times your primary spellcasting ability modifier.
Heal also removes all negative levels, restores permanently drained levels, and restores permanently drained ability score points.
If used against an undead creature, Heal instead acts like Harm.
Inflict Trivial Wounds
Necromancy
Level: Clr 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1 point of damage point per caster level (maximum 5 caster levels/5HP).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 2 points of damage point per caster level (maximum 5 caster levels/10HP) plus your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Intermediate Wounds
Necromancy
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 3 points of damage point per caster level (maximum 10 caster levels/30HP) plus twice your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Serious Wounds
Necromancy
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 4 points of damage point per caster level (maximum 15 caster levels/60HP) plus three times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Extensive Wounds
Necromancy
Level: Clr 4, Destruction 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 5 points of damage point per caster level (maximum 20 caster levels/100HP) plus four times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Brutal Wounds
Necromancy
Level: Clr 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 6 points of damage point per caster level (maximum 25 caster levels/150HP) plus five times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Critical Wounds
Necromancy
Level: Clr 6, Destruction 6
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 7 points of damage point per caster level (maximum 30 caster levels/210HP) plus six times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Mortal Wounds
Necromancy
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 8 points of damage point per caster level (maximum 35 caster levels/280HP) plus seven times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Inflict Dire Wounds
Necromancy
Level: Clr 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 10 points of damage point per caster level (maximum 40 caster levels/400HP) plus eight times your primary spellcasting ability modifier.
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Harm
Necromancy
Level: Clr 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half, Fort negates (see text)
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 15 points of damage per caster level (uncapped) plus nine times your primary spellcasting ability modifier.
The target becomes stunned for one round, and blinded, confused, deafened, nauseated, and shaken for one round per caster level. A successful Fortitude save reduces this to sickened and dazed for one round instead.
If used on an undead creature, Harm acts like Heal.
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There, I think that covers everything nicely. I don't think I need to post mass versions here, do I? Anyways, this makes the Cure and Inflict spells more powerful, and gives Heal and Harm a boost as well. I also added divine focus to the list of required components for all these spells as well.
So what do people think? PEACH it up!
EDIT: Added new levels! The Cure and Inflict chains now go all the way from 0th level to 8th level, with Heal and Harm now the mightiest of spells at 9th level.
EDIT 2: Table added for simplicity. Also, those looking for mass versions of the spells can simply add Mass Spell (http://www.giantitp.com/forums/showthread.php?t=230896) to these. These spells should be increased 4 levels for Mass versions, as they are touch spells.