Cure Light Wounds

School conjuration (healing); Level 1


Casting Time 1 standard action
Components V, S


Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text


You cure the target with positive energy for 1d8 damage +1 point per caster level (maximum +5). Undead are damaged instead. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

  • Inflict Light Wounds (1st): Negative energy heals undead and damages living creatures.
  • Moderate Wounds (2nd): 2d8, and caster level maximum +10.
  • Serious Wounds (3rd): 3d8, max +15.
  • Critical Wounds (4th): 4d8, max +20.
  • Mass Cure Light Wounds (5th): Targets one creature/level within close range (25 ft. + 5 ft./2 levels), no two of which can be more than 30 ft. apart. Heals 1d8 +1 per caster level (maximum +25).
  • Moderate Wounds (6th): 2d8, max +30.
  • Serious Wounds (7th): 3d8, max +35.
  • Critical Wounds (8th): 4d8, max +40.
Section 15: Copyright Notice

S-Class Characters: The Oracle. Copyright 2023, Samurai Sheepdog. Author: Kevin Glusing

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