Cure Serious Wounds
The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). 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 3, Cleric 3, Druid 4, Paladin 4, Ranger 4 |
| 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 |
| Spell Resistance | Yes |
| Metamagic allowed | Empower (Bard, Cleric or Druid only), Maximize (Bard, Cleric or Druid only), Quicken (Cleric or Druid; Bard with Automatic Quicken Spell I; Paladin or Ranger with Automatic Quicken Spell II), Silent (Bard, Cleric, Druid or Ranger; Paladin with Automatic Silent Spell II), Still (Bard, Cleric, Druid or Ranger; Paladin with Automatic Still Spell II). The Automatic feats need level 9 spells, so a Bard, 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.
Items with this property
A proc chance of 100% means it fires on every critical hit.
Where it comes from
Cleric domain: Healing (level 2).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
