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Curative Admixture: Cure Light Wounds

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CurativeAdmixture CureLightWounds.png
Name: Curative Admixture: Cure Light Wounds
School: Conjuration (Admixture) (Infusion)
Primer: Gildleaf
Spell Level: Alc 1, Art 1, DarkH 1
Special:
Components: SomaticIcon tooltip.pngSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations.
SLA:
Spell Point Cost: 6
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Target: Friend, Self, Positional, Undead
Range: Thrown
Duration: Instantaneous
Saving Throw: Will save for half (Undead Only)
DC:
Spell Resistance: No
Cooldown: 6 seconds

Description

Infuse a Cure Light Wounds potion with magical energy and hurl it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (max 1d6+7 at caster level 5) positive energy damage to nearby living allies and enemy undead.

Notes

  • This spell is similar to Cure Light Wounds, Mass, except that it casts a bit slower and may not be quickened. The max caster level of the admixture version is lower, i.e., at higher levels, mass CLW can heal 2-3 times as much as the admixture.

Scrolls[edit]