Inflict Moderate Wounds
If the caster succeeds in striking an opponent with a touch attack, the target suffers 2d8 points of damage, + 1 point per caster level (to a maximum of +10). 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 2 |
| Range | Touch - 2.25 metres |
| 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 on the spot |
| Concentration | Casting can be disrupted by damage |
| Descriptor | Negative |
| Area of Effect / Target | Single |
| Duration | Instant |
| Additional Counter Spells | Cure Moderate Wounds |
| Save | Will 1/2 |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
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