Cure Moderate Wounds
The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
| School | Conjuration (opposed by Transmutation) |
| Spell level | Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3 |
| Range | Touch (2.25 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Spontaneous | A prepared spell of the same level can be swapped for this one when you cast |
| Concentration | Damage can interrupt the casting |
| Area of Effect / Target | Single |
| Duration | Instant |
| Additional Counter Spells | Ghoul Touch |
| Save | None |
| Metamagic allowed | Empower (Bard, Cleric, Druid or Ranger only), Maximize (Bard, Cleric or Druid only), Quicken (Bard, Cleric or Druid; Paladin or Ranger with Automatic Quicken Spell I), Silent, Still. The Automatic feats need level 9 spells, so a Paladin or Ranger takes them only with a second class that casts them |
How it works
- The Healing domain adds 50% to the amount healed.
Where it comes from
Cleric domain: Healing (level 1).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
