Inflict Light Wounds
If the caster succeeds in striking an opponent with a touch attack, the target suffers 1d8 points of damage, + 1 point per caster level to a maximum of +5. 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.
| School | Necromancy (opposed by Divination) |
| Spell level | Cleric 1, Blackguard 1 |
| Range | Touch (2.25 m) |
| Components | Verbal and somatic |
| Can be aimed at | yourself, a creature, an item or a placeable |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
| Spontaneous | A prepared spell of the same level can be swapped for this one when you cast |
| Concentration | Damage can interrupt the casting |
| Descriptor | Negative |
| Area of Effect / Target | Single |
| Duration | Instant |
| Additional Counter Spells | Cure Light Wounds |
| Save | Will 1/2 |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken (Cleric; Blackguard with Automatic Quicken Spell I), Silent, Still. The Automatic feats need level 9 spells, so a Blackguard takes them only with a second class that casts them |
How it works
- A Will save halves the damage, and spell resistance can stop it entirely.
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
