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Curative Admixture: Cure Moderate Wounds

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CurativeAdmixture CureModerateWounds.png
Name: Curative Admixture: Cure Moderate Wounds
School: Conjuration (Admixture) (Infusion)
Spell Level: Alc 2, Art 2, DarkH 2
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: 8
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Target: Friend, Self, Positional, Undead Foe
Range: Thrown
Duration: Instantaneous
Saving Throw: Will save for half (Undead Only)
DC:
Spell Resistance: No
Cooldown: 6

Description

Infusing a Cure Moderate Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 2d6+4 + 1 per caster level (max 2d6+14 at caster level 10) positive energy damage to nearby living allies and enemy undead.

Notes

  • 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.

Scrolls[edit]