Cure Light Wounds

Cure Light Wounds

(Player’s Handbook v.3.5, p. 215)

Conjuration (Healing)

Level: Bard 1, Shugenja 1 (Water), Soldier of Light 1, Savant 1 (Divine), Urban Druid 1, Nentyar Hunter 1, Knight of the Weave 1, Hunter of the Dead 1, Healer 1, Adept 1, Cleric 1, Paladin 1, Druid 1, Urban Ranger 2, Paladin of Tyranny 2, Paladin of Slaughter 2, Merchant Prince 2, Ranger 2, Consecrated Harrier 2, Healing 1
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 1d8 points of damage +1 point per caster level (maximum +5).

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

Seekers of the Misty Isle BrendonMize BrendonMize