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Healing spells

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Healing Spells[edit]

Summary of Cure Spells[edit]

A chart on the efficiency of the different single-target healing spells

The following table summarizes the Divine spells for healing available on the Cleric spell list in DDO.

#d6+2 Max level mod Avg healing Spell Points Avg healing per SP
Cure Light Wounds 1 5 10.5 6 1.75
Close Wounds 0.5 5 7 8 0.875
Cure Moderate Wounds 2 10 21 8 2.625
Cure Serious Wounds 3 15 31.5 12 2.625
Cure Critical Wounds 4 20 42 20 2.1
Cure Light Wounds, Mass 1 25 25.5 25 1.02
Cure Moderate Wounds, Mass 2 30 31 35 0.89
Cure Serious Wounds, Mass 3 35 36.5 40 0.91
Cure Critical Wounds, Mass 4 40 42 45 0.93
Heal - 15 150 40 3.75
Heal, Mass - 25 200 50 4

Notes:

  • Level bonus is calculated for caster level 20 even for spells which go above 20
  • Healing spells use loaded dice compared to PnP, so the average of a d8 is actually the average of 1d6+2 = 5.5. The ingame descriptions are correct.
  • Average healing per sp is calculated for a single target. Mass healing spells will be much more efficient when they hit multiple targets.

Bonus to Healing[edit]

How much a target is healed depends on four factors:

Your Positive Energy Spell Power is treated like any other spell for the effects of Spell Power - each point increases the healing done by 1%. Heal and Heal, Mass only get half benefit from this.

Any active metamagics stack additively with other sources of Spell Power, as their descriptions state.

Healing output is also affected by the target's Healing Amplification, which stacks multiplicatively.

Finally, if the healing spell crits, healing output is multiplied by two. The chance to crit is increased by certain feats, enhancements, and Healing Lore items.

To summarize:

(healing spell roll) * (1 + spell power/100) * (1 + target healing amp) * (2 on crit)

Spells[edit]

Icon Name Description Classes
CloseWounds.png Close Wounds Positive energy is quickly channeled to heal light wounds of your target or damage Undead for 1d3+1 Hit Points plus 1 per caster level. (Maximum caster level 5.) Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
CureCriticalWounds.png Cure Critical Wounds Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20.) hit points, or deals the same amount of damage to an Undead creature. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
CureCriticalWoundsMass.png Cure Critical Wounds, Mass Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Cure Light Wounds icon.png Cure Light Wounds Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) hit points, or deals the same amount of damage to an Undead creature. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureLightWoundsMass.png Cure Light Wounds, Mass Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies for 1d6+2 plus 1 per caster level (Maximum caster level 25.) hit points. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp curemoderatewounds.png Cure Moderate Wounds Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an Undead creature. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureModerateWoundsMass.png Cure Moderate Wounds, Mass Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 2d6+4 plus 1 per caster level (Maximum caster level 30.) hit points. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp cureseriouswounds.png Cure Serious Wounds Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) hit points, or deals the same amount of damage to an Undead creature. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureSeriousWoundsMass.png Cure Serious Wounds, Mass Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 3d6+6 plus 1 per caster level (Maximum caster level 35.) hit points. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
HunterOfTheDeadGreaterRestoration.png Greater Restoration Restores all negative levels suffered, eliminates the conditions: Ability damage, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Greater Vigor.png Greater Vigor A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 at caster level 12), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Icon Greater Vigor Mass.png Greater Vigor, Mass Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Heal Heal Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level. Maximum of 150 points at caster level 15. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
HealMass.png Heal, Mass Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level. Unlike Heal, the maximum caster level is not capped at 15, what the maximum may be is unknown, but it scales to at least 20 currently. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon lesserrestoration.png Lesser Restoration Cures all the following conditions: 1d4 points of ability damage, eliminates fatigue or exhaustion suffered by the ally and dispels most magical effects reducing an ally's ability scores. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Sp drd lesservigor.png Lesser Vigor A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 8 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Icon Lesser Vigor Mass.png Lesser Vigor, Mass Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 8 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Sp neutralizepoison.png Neutralize Poison You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the Poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary Ability damaged, or effects that don’t go away on their own. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
Panacea.png Panacea Channels powerful positive energy into a target to wipe away afflictions and restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.). Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
RaiseDead.png Raise Dead You restore life to a deceased Player Character or Hireling. The revived Character appears wherever his "ghost" was standing, restores 10% of the target's Hit Points, and preserves current Spell Points. Ability score damage is cured, nearly every buff and debuff will have been removed by being dead, but a death penalty will be suffered. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Regenerate.png Regenerate A positive energy conjuration that heals Hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6, +1 per cast levels (max +17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds 1 drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Icon Regenerate Mass.png Regenerate, Mass Casts Regenerate on multiple targets. A positive energy conjuration that heals hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6 hit points, +1 per caster levels (max +25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one heal-over-time spell can be active at a time, with the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Sp removeblindness.png Remove Blindness Cures the condition Blinded of 1 ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Sp rgr removedisease.png Remove Disease Cures all diseases on an ally. Does not prevent re-infection after a new exposure. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Ranger.png
Icon removeparalysis.png Remove Paralysis You can free one or more creatures from the effects of the temporary condition Paralyzed or related magic. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Reincarnate Reincarnate Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score and/or skill bonuses and penalties to the target as well as other possible benefits or negatives. Icon Feat Past Life Druid.png
Sp restoration.png Restoration Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
RestorationMass.png Restoration, Mass asts Restoration on multiple targets, curing the conditions: ability damage, exhausted, or fatigued on the target, and restores 1 single negative level to a creature in the area of effect. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Resurrection.png Resurrection You restore life to a deceased creature or Hireling. The revived creature appears wherever his "ghost" was standing, has 50% of his total Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
TrueRessurrection.png True Resurrection You restore life to a deceased Player Character or Hireling. The revived creature appears wherever his "ghost" was standing, has full Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Vigor.png Vigor A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png
Icon Vigor Mass.png Vigor, Mass Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Icon Feat Past Life Druid.png