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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)
Spell Level: Alc 1, Art 1, DarkH 1
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.
Spell Point Cost: 6
Metamagic: Empower, Empower Healing, Maximize, Intensify, Accelerate
Target: Friend, Self, Positional, Undead
Range: Very Long
Duration: Instantaneous
Saving Throw: Will save for half (Undead Only)
Spell Resistance: No
Cooldown: 6 seconds


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 +5) positive energy damage to nearby living allies and enemy undead.

Range note: This spell has an extremely long range and arcs nicely. Pretty much can hit any target you can see, even if there are (low) obstacles in the way. However, the casting speed and arc speed is slow, so it's best only for stationary fights, otherwise, your targets may have moved out of range before it lands. This is an AOE spell with a very slightly smaller area of effect range than cure light wounds, mass.

Usage Note: 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.

Alchemical Recipe