Difference between revisions of "Cure Moderate Wounds"

From DDO Compendium
Line 11: Line 11:
|save = Undead: Will save for half damage
|save = Undead: Will save for half damage
|sr = Yes
|sr = Yes
|cooldown = {{SpellCooldown|Second|4|{{SpellCooldownClassGroup|4|Pal|Rgr}}|3|{{SpellCooldownClassGroup|3|Brd|Clr|Fvs}}}}
|cooldown = {{SpellCooldown|Second|4|{{SpellCooldownClassGroup|4|Pal|sf|Rgr}}|3|{{SpellCooldownClassGroup|3|Brd|ss|Clr|da|Fvs}}}}
|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.
|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.
|notes =  
|notes =  

Revision as of 23:23, 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, Sacred Fist, Ranger), 3 (Bard, Stormsinger, Cleric, Dark Apostate, 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: