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Curative Admixture: Cure Light Wounds/sandbox
Curative Admixture: Cure Light Wounds | |
Spell | |
Spell LevelSpell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.: |
Artificer 1 |
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Spell SchoolEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.: |
Conjuration (Admixture) (Infusion) |
ComponentsEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates{{V}} , {{S}} , and {{M}} , respectively.:
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SomaticSomatic: 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., MaterialMaterial: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing. The metamagic feat Eschew Materials and some enhancements in Draconic Incarnation can remove this restriction. (Potion of Cure Light Wounds) |
Spell Point CostThe number of Spell Points used to cast the spell.: |
6 |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
|
Empower, Maximize, Empower Healing, Intensify |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
Friend, Self, Positional, Undead Foe |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area. /AreaThe coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.: |
Massive (see description) / Small AOE |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
Will save for half (Undead) |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
No |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
6 seconds |
HealingAny effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.: |
1d6+2 plus 1 per caster level (max 1d6+7) positive energy |
DamageThe amount and type of damage inflicted.: |
Positive energy damage to Undead |
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 dealing 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 then 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.
Special material component: Potion of Cure Light Wounds (Virtually any type of CLW potion will work).
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