Difference between revisions of "Cure Moderate Wounds"

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(Created page with "{{Template:Spell |name = Cure Moderate Wounds |school = {{SpellSchool|Conjuration|Healing}} |level = {{SpellLevel|Brd|2|Clr|2|Drd|3|Fvs|2|Pal|3|Rgr|3}} |cost = {{SpellCost...")
 
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|name = Cure Moderate Wounds
|name = Cure Moderate Wounds
|school = {{SpellSchool|Conjuration|Healing}}
|school = {{SpellSchool|Conjuration|Healing}}
|level = {{SpellLevel|Brd|2|Clr|2|Drd|3|Fvs|2|Pal|3|Rgr|3}}
|level = {{SpellLevel|Brd|2|ss|2|Clr|2|da|2|Drd|3|Fvs|2|Pal|3|sf|2|Rgr|3}}
|cost = {{SpellCost|S|8}}
|cost = {{SpellCost|S|8}}
|components = {{SpellComponent||S|V}}
|components = {{SpellComponent||S|V}}

Revision as of 22:42, 31 August 2022


Spell Cure Moderate Wounds Icon.png

Cure Moderate Wounds
Conjuration (Healing)
Level: Bard 2Stormsinger 2Cleric 2Dark Apostate 2Druid 3Favored Soul 2Paladin 3Sacred Fist 2Ranger 3
Cost (Spell Points): 8
Components: Somatic, Verbal
Metamagic: Empower, Empower Healing, Enlarge, Intensify, Maximize, Quicken
Range: Standard
Target: Friend, Self, Undead Foe
Duration: Instantaneous
Cooldown (Seconds):  4 (Paladin, Ranger), 3 (Bard, Cleric, Favored Soul)
Save: Undead: Will save for half damage
School: Conjuration (Healing)
Spell Resistance: Yes

D&D Dice: Heals 2d6+4 hp plus 1 point per caster level (max 10).
 

Description: Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.


Vendors:

Spell-Like Ability Enhancements:
Found on:
Hirelings: