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Inflict Critical Wounds

If the caster succeeds in striking an opponent with a touch attack, the target suffers 4d8 points of damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.

SchoolNecromancy (opposed by Divination)
Spell levelCleric 4
RangeTouch - 2.25 metres
ComponentsVerbal and somatic
Can be aimed atyourself, a creature, an item or a placeable
Counts as an attackYes - casting it on someone is a hostile act
SpontaneousA prepared spell of the same level can be swapped for this one on the spot
ConcentrationCasting can be disrupted by damage
DescriptorNegative
Area of Effect / TargetSingle
DurationInstant
Additional Counter SpellsCure Critical Wounds
SaveWill 1/2
Spell ResistanceYes
Metamagic allowedEmpower, Maximize, Quicken, Silent, Still

How it works

Inflict Critical Wounds

  • A Will save halves the damage, and spell resistance can stop it entirely.

Inflict Critical Wounds

  • A Will save halves the damage, and spell resistance can stop it entirely.

Where it comes from

Cast by a feat: Inflict Critical Wounds.

See also