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Cure Light Wounds


School conjuration (healing);
Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2,witch 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range Medium (100 ft. + 10 ft/level)
Target one creature
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION
You channel positive energy that cures 2d6 points of damage +1 point per caster level (maximum +10). If the healing from this spell would increase the HP of the target above it's current maximum, treat this excess healing as temporary HP for 1 round per 2 caster levels. Temporary HP does not accumulate, it simply takes the greatest effect.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Cure Light Wounds, Mass
School conjuration (healing);
Level bard 5, cleric/oracle 5, druid 6, inquisitor 5, witch 6

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range Medium (100 ft. + 10 ft/level)
Target one creature/level, no two of which can be more than 30 ft. apart
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

DESCRIPTION
You channel positive energy to cure 2d6 points of damage + 1 point per caster level (maximum +25) on each selected creature. If the healing from this spell would increase the HP of the target above it's current maximum, treat this excess healing as temporary HP for 1 round per 2 caster levels. Temporary HP does not accumulate, it simply takes the greatest effect.

Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.