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*[http://www.d20srd.org/srd/spells/cureModerateWounds.htm d20 SRD Cure Moderate Wounds]
 
*[http://www.d20srd.org/srd/spells/cureModerateWounds.htm d20 SRD Cure Moderate Wounds]
   
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Revision as of 22:11, 12 January 2006

Players Handbook The information on this page includes speculation of what will be included in NWN2. It derives from Dungeons and Dragons 3.5 rules from the SRD or other sources, but Obsidian may change the actual implementation in the game.

Obsidian has not yet confirmed whether this spell is in NWN2, however it is one of the more iconic healing spells.

3.5 Cure moderate wounds

School: Conjuration (Healing)

Caster level: Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3, Blackguard 2, Healing 2,

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving throw: Will half (harmless); see text

Spell resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10).

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.

Notes

External resources