Inflict Light Wounds

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Spell Inflict Light Wounds Icon.png

Inflict Light Wounds
Necromancy (Negative Energy)
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)
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:

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