Cure Wounds

Cure Wounds

School: Conjuration (Healing)
Level: Varies, see table
Components: V, S
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

Spell Level Cures (Inflicts)
Cure Wounds 0 Clr 0, Drd 0 1
Cure Wounds I Brd 1, Clr 1, Drd 1, Pal 1, Rgr 2 1d8 + 1/level (max 5)
Cure Wounds II Brd 2, Clr 2, Drd 3, Pal 3, Rgr 3 3d8 + 1/level (max 10)
Cure Wounds III Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4 5d8 + 1/level (max 15)
Cure Wounds IV Brd 4, Clr 4, Drd 5 7d8 + 1/level (max 20)
Cure Wounds V Brd 5, Clr 5, Drd 6 9d8 + 1/level (max 25)
Cure Wounds VI Brd 6, Clr 6, Drd 7 11d8 + 1/level (max 30)
Cure Wounds VII Clr 7, Drd 8 13d8 + 1/level (max 35)
Cure Wounds VIII Clr 8, Drd 9 15d8 + 1/level (max 40)
Cure Wounds IX Clr 9 17d8 + 1/level (max 45)

When laying your hand upon a living creature, you channel positive energy that cures a given number of points of damage.

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.

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