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Curative Admixture: Cure Serious Wounds

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Name: Curative Admixture: Cure Serious Wounds
School: Conjuration (Admixture) (Infusion)
Primer: Gildleaf
Spell Level: Alc 3 , Art 3 , DarkH 3
Special:
Components: 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.
SLA:
Spell Point Cost: 12
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Target: Friend, Self, Positional, Undead Foe
Range: Thrown
Duration: Instantaneous
Saving Throw: Will half (Undead Only)
DC:
Spell Resistance: No
Cooldown: 6
Augmentation: Arcane

Description

Infusing a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per caster level (max 1d6+21 at caster level 15) positive energy damage to nearby living allies and enemy undead.

Notes

Characteristics
  • Admixture spells have their Caster Levels raised by Artificer Knowledge: Potions, as well as Dwarf: Iron Stomach.
  • Alchemists can effectively remove the Caster Level cap of all Admixtures with the Master Apothecary enhancement.
  • Admixture spells have an extremely long range and will home in on the target, even if the target moves.
    • The explosion of an Admixture spell is slightly smaller than a standard AOE.
    • If the target ceases to exist for any reason while the spell is in flight, (Be it through death, burrowing, despawning, etc) the spell will either vibrate in place over the enemy's last position, or cease to exist. Spells which vibrate in place can be 'used' by kiting a valid target into the projectile while it lingers.
    • Due to the way the spells arc, distant targets may increase the arc of the throw enough to collide with ceilings. Be wary of using Admixture Spells from long range in tight spaces.
  • When the potion hits an obstacle in the middle of the flight, the spell effect triggers on impact. Obstacles include objects, enemies, walls, and other players.
  • If you hard-target yourself, you throw the potion straight down. This likely will result in the AOE of the potion being centered on you, though obviously doing this while midair may lead to other outcomes.
    • Inflict Admixtures cannot self-target, unless you are in a transformation that changes your creature type to Undead.
  • The casting and flight speeds of Admixture spells are quite slow.
    • Quicken cannot be applied to Admixture spells. There is no way to reduce the cast time of Admixture spells. As such, Admixture spells may feel sluggish to use at times.
    • Accelerate Spell can be applied to Admixture spells. This metamagic increases the speed at which Admixture spells fly through the air. Thus, its effectiveness varies based on the distance between caster and target. It additionally slightly reduces the after-cast delay of Admixture spells, allowing the user to take action again sooner, although the benefit is far, far less than Quicken.needs verification
  • Despite dealing Negative Energy damage, none of the Inflict Wounds admixtures are classified as Negative Energy spells. This renders them unable to trigger effects such as Sinister Chill or Pale Master's Unholy Avatar.
  • All Admixture spells which can heal Hit Points may have the Empower Healing metamagic applied to them, including Inflict Admixtures. When applied to an Inflict Admixture, Empower Healing increases the damage dealt to living targets.

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