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Cure Moderate Wounds

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Cure Moderate Wounds effects
Sp curemoderatewounds.png
Name: Cure Moderate Wounds
School: Conjuration (Healing)
Spell Level: Brd 2, Clr 2, DarkA 2, Drd 3, FvS 2, Pal 3, Rgr 3, Sacred 3, Storm 2
Special:
Components: VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal 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: Empower, Empower Healing, Maximize, Quicken, Enlarge, Intensify
Target: Friend, Self, Undead Foe
Range: Standard
Duration: Instantaneous
Saving Throw: Will save takes half damage (Undead only)
DC:
Spell Resistance: Yes (Undead only)
Cooldown: 3 seconds (Cleric, Favored Soul, Bard), 4 seconds (Paladin, Ranger)

Description

Positive energy heals an ally for 2d6+4 plus 1 per caster level (Maximum caster level 10.) hit points, or deals the same amount of damage to an Undead creature.

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