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Healing spells

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Healing Spells[edit]

Summary of Cure Spells[edit]

A chart on the efficiency of the different single-target healing spells

The following table summarizes the Divine spells for healing available on the Cleric spell list in DDO.

#d6+2 Max level mod Avg healing Spell Points Avg healing per SP
Cure Light Wounds 1 5 10.5 6 1.75
Close Wounds 0.5 5 7 8 0.875
Cure Moderate Wounds 2 10 21 8 2.625
Cure Serious Wounds 3 15 31.5 12 2.625
Cure Critical Wounds 4 20 42 20 2.1
Cure Light Wounds, Mass 1 25 25.5 25 1.02
Cure Moderate Wounds, Mass 2 30 31 35 0.89
Cure Serious Wounds, Mass 3 35 36.5 40 0.91
Cure Critical Wounds, Mass 4 40 42 45 0.93
Heal - 15 150 40 3.75
Heal, Mass - 25 200 50 4

Notes:

  • Level bonus is calculated for caster level 20 even for spells which go above 20
  • Healing spells use loaded dice compared to PnP, so the average of a d8 is actually the average of 1d6+2 = 5.5. The ingame descriptions are correct.
  • Average healing per sp is calculated for a single target. Mass healing spells will be much more efficient when they hit multiple targets.

Bonus to Healing[edit]

How much a target is healed depends on four factors:

Your Positive Energy Spell Power is treated like any other spell for the effects of Spell Power - each point increases the healing done by 1%. Heal and Heal, Mass only get half benefit from this.

Any active metamagics stack additively with other sources of Spell Power, as their descriptions state.

Healing output is also affected by the target's Healing Amplification, which stacks multiplicatively.

Finally, if the healing spell crits, healing output is multiplied by two. The chance to crit is increased by certain feats, enhancements, and Healing Lore items.

To summarize:

(healing spell roll) * (1 + spell power/100) * (1 + target healing amp) * (2 on crit)

Spells[edit]

Name Description Classes
Alc Art Brd Clr DDM Drd FvS Pal Rgr Sor Wiz War
Anti-Mummy Elixir This elixir bestows upon you a powerful defensive ward specifically designed to foil mummies. For the 10 minutes while this ward is active, you have complete immunity to mummy rot and mummy's despair fear effect, as well as a mummy's anti-healing curse.
Close Wounds Positive energy is quickly channeled to heal light wounds of your target or damage Undead for 1d3+1 Hit Points plus 1 per caster level (max 1d3+6 at caster level 5). Cures bleeding.
Cure Critical Wounds, Mass Casts Cure Critical Wounds on multiple targets. Positive energy is channelled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (max 4d6+48 at caster level 40) hit points.
Cure Critical Wounds Positive energy heals an ally for 4d6+8 plus 1 per caster level (max 4d6+28 at caster level 20) hit points, or deals the same amount of damage to an Undead creature.
Cure Light Wounds, Mass Casts Cure Light Wounds on multiple targets. Positive energy is channeled to heal light wounds of allies for 1d6+2 plus 1 per caster level (max 1d6+27 at caster level 25) hit points.
Cure Light Wounds Positive energy heals an ally for 1d6+2 plus 1 per caster level (max 1d6+7 at caster level 5) hit points, or deals the same amount of damage to an Undead creature. A successful Will save takes half damage (undead only).
Cure Moderate Wounds, Mass Casts Cure Moderate Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 2d6+4 plus 1 per caster level (max 2d6+34 at caster level 30) hit points.
Cure Moderate Wounds Positive energy heals an ally for 2d6+4 plus 1 per caster level (max 2d6+14 at caster level 10) hit points, or deals the same amount of damage to an Undead creature.
Cure Serious Wounds, Mass Casts Cure Serious Wounds on multiple targets. Positive energy is channeled to heal moderate wounds of allies for 3d6+6 plus 1 per caster level (max 3d6+41 at caster level 35) hit points.
Cure Serious Wounds Positive energy heals an ally for 3d6+6 plus 1 per caster level (max 3d6+21 at caster level 15) hit points, or deals the same amount of damage to an Undead creature. (a will save reduces this damage by half)
Divine Wrath You call down divine wrath on your foes, dealing 1d6+9 light damage per caster level. Damage is halved on a Will save. Allies caught within the blast are healed for 1d6 positive energy damage per caster level.
Greater Restoration Cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by the ally.
Greater Vigor, Mass Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8+1 + 1 per 3 caster levels (max 1d8+14 at caster level 39), every 2 seconds for 10 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Greater Vigor A positive energy conjuration that heals 1d8+1 + 1 per 3 caster levels (max 1d8+5 at caster level 12), every 2 seconds for 10 seconds. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Heal, Mass Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictionsThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restoring 10 hit points per caster level (max 250 at caster level 25). Against Undead acts like Harm, and deals 10 points of positive energy damage per caster level. A successful Will save reduces the damage by half. Heal, Mass cannot reduce hit points to less than 1.
Heal Channels positive energy into a target to wipe away injury and afflictionsThis includes: Ability damage, Blinded, Confused, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restores 10 hit points per caster level (max 150 at caster level 15). Against Undead acts like Harm, and deals 10 points of positive energy damage per caster level. A successful Will save reduces the damage by half. Heal cannot reduce hit points to less than 1.
Lasting Neutralize Poison Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage. This immunity effect is Lasting and is not removed by rest or death and cannot be dispelled.
Lesser Restoration Cures all the following conditions: 1d4 points of ability damage, eliminates fatigue or exhaustion suffered by the ally and dispels most magical effects reducing an ally's ability scores.
Lesser Restorative Draught Throw a small vial of magical liquid at a single target that provides the effects of the Lesser Restoration spell: Dispels magical effects reducing your ability scores, eliminates fatigue, and improves exhaustion to fatigue
Lesser Vigor, Mass Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2 hp + 1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 10 seconds. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target,the duration is extended.
Lesser Vigor A positive energy conjuration that heals 1d2 hp + 1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 10 seconds. Only one vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
Neutralize Poison Detoxifies any sort of venom in an ally, causing him to suffer no additional effects from the Poison. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. Target is immune to any Poison effects he is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not to poison damage.
Panacea Channels powerful positive energy into a target to wipe away temporary ability damage and afflictionsThis includes: Blinded, Confused, Cursed, Dazed, Dazzled, Deafened, Diseased, Exhausted, Fatigued, Feebleminded, Insanity, Nauseated, Poisoned and Stunned and restores 1d6+2 Hit Points plus 1 per caster level (Maximum caster level 20.).
Raise Dead You restore life to a deceased Player Character or Hireling. The revived Character appears wherever his "ghost" was standing, restores 10% of the target's Hit Points, and preserves current Spell Points. Ability score damage is cured, nearly every buff and debuff will have been removed by being dead, and a death penalty will be suffered.
Regenerate, Mass Casts Regenerate on multiple targets. A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster level (max 1d6+25 at caster level 25), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.
Regenerate A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +1 per caster level (max 1d6+17 at caster level 17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds one drained level and 1 bleed effect are removed. When the initial effect expires, a smaller healing effect that heals 2 HP every 5 seconds for 30 seconds is applied.

Only one heal-over-time spell can be active at a time, with most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.
Reincarnate Resurrects the target, restores 50% of the target's hit points, and preserves current spell points. It also randomly applies a set of ability score bonuses and penalties to the target for 20 minutes.
Remove Blindness Cures the condition Blinded in 1 ally.
Remove Disease Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level.
Remove Paralysis You can free one or more creatures from the effects of the temporary condition Paralyzed, Ghoul Touch, Slow, Hold Monster/Person, Lich's paralysing touch and several more.
Restoration, Mass Casts Restoration on multiple targets, curing the conditions: ability damage, exhausted, or fatigued on the target, and restores 1 single negative level to a creature in the area of effect.
Restoration Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally.
Resurrection You restore life to a deceased creature or Hireling. The revived creature appears wherever his "ghost" was standing, has 50% of his total Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered.
True Resurrection You restore life to a deceased Player Character or Hireling. The revived creature appears wherever his "ghost" was standing, has full Hit Points, and preserves current spell points. Ability score damage is cured, nearly every buff and debuff will have been removed by being Dead, and in addition a death penalty will be suffered.
Vigor, Mass Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max 1d6+11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.
Vigor A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max 1d6+3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.