Difference between revisions of "Inflict Light Wounds"

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{{Template:Spell
{{Template:Spell
|name = Inflict Light Wounds
|name = Inflict Light Wounds
|school = {{SpellSchool|Necromancy|Negative Energy}}
|school = {{SpellSchool|Necromancy|Negative Energy|Inflict}}
|level = {{SpellLevel|Clr|1|Fvs|1}}
|level = {{SpellLevel|Clr|1|Fvs|1}}
|cost = {{SpellCost|S|6}}
|cost = {{SpellCost|S|6}}

Revision as of 01:45, 7 August 2019


Spell Inflict Light Wounds Icon.png

Inflict Light Wounds
Necromancy (Negative Energy)(Inflict)
Level: Cleric 1Favored Soul 1
Cost (Spell Points): 6
Components: Somatic, Verbal
Metamagic: Embolden, Empower, Enlarge, Heighten, Intensify, Maximize, Quicken
Range: Touch
Target: Foe, Friend (Undead)
Duration: Instantaneous
Cooldown (Seconds):  2
Save: Will save for half damage
School: Necromancy (Negative Energy)(Inflict)
Spell Resistance: No

D&D Dice: Deals 1d6+2 negative energy damage plus 1 additional for every caster level (max 5).
  

Description: Negative energy is channeled through your touch to inflict 3 to 8 damage plus an additional 1 for every caster level up to caster level 5 on your target enemy, or heal undead a like amout. A successful Will save reduces the damage by half.


Vendors:

Spell-Like Ability Enhancements:
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