VIPs get gold daily dice rolls through October 10th, 2023!
Game mechanics • Newbie guide • In development • DDO Store • Social Media
Challenges • Classes • Collectables • Crafting • Enhancements • Epic Destinies • Favor • Feats
Glossary • Items • Maps • Monsters • Places • Quests • Races • Reincarnation • Skills • Spells
Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!
Healing spells
Healing Spells[edit]
Summary of Cure Spells[edit]
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]
Icon | Name | Description | Classes | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
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. (Maximum caster level 5.) | ![]() |
![]() |
||||||||
![]() |
Cure Critical Wounds | Positive energy heals an ally for 4d6+8 plus 1 per caster level (Maximum caster level 20.) hit points, or deals the same amount of damage to an Undead creature. | ![]() |
![]() |
![]() |
![]() |
||||||
![]() |
Cure Critical Wounds, Mass | Casts Cure Critical Wounds on multiple targets. Positive energy is channeled to heal critical wounds of allies or damage undead for 4d6+8 plus 1 per caster level (Maximum caster level 40.) hit points. | ![]() |
![]() |
||||||||
![]() |
Cure Light Wounds | Positive energy heals an ally for 1d6+2 plus 1 per caster level (Maximum caster level 5.) 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 (Maximum caster level 25.) hit points. | ![]() |
![]() |
![]() |
|||||||
![]() |
Cure Moderate Wounds | 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. | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||
![]() |
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 (Maximum caster level 30.) hit points. | ![]() |
![]() |
![]() |
|||||||
![]() |
Cure Serious Wounds | Positive energy heals an ally for 3d6+6 plus 1 per caster level (Maximum caster level 15.) 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 (Maximum caster level 35.) hit points. | ![]() |
![]() |
||||||||
![]() |
Greater Restoration | Restores all negative levels suffered, eliminates the conditions: Ability damage, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. | ![]() |
![]() |
||||||||
![]() |
Greater Vigor | A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 at caster level 12), every 2 seconds for 8 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, Mass | Casts Greater Vigor on multiple targets. A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +13 at caster level 39), 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. 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 | Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level. Maximum of 150 points at caster level 15. | ![]() |
![]() |
![]() |
|||||||
![]() |
Heal, Mass | Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictions, restore 10 hit points per caster level. Unlike Heal, the maximum caster level is not capped at 15, what the maximum may be is unknown, but it scales to at least 20 currently. | ![]() |
![]() |
||||||||
![]() |
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 Vigor | A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +2 at caster level 6), every 2 seconds for 8 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. | ![]() |
|||||||||
![]() |
Lesser Vigor, Mass | Casts Lesser Vigor on multiple targets. A positive energy conjuration that heals 1d2, +1 per 3 caster levels (max +8 at caster level 24), every 2 seconds for 8 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 | You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the Poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as Hit Point damage, temporary Ability damaged, or effects that don’t go away on their own. | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
||||
![]() |
Panacea | Channels powerful positive energy into a target to wipe away afflictions 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, but a death penalty will be suffered. | ![]() |
![]() |
||||||||
![]() |
Regenerate | A positive energy conjuration that heals Hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6, +1 per cast levels (max +17), every 2 seconds for 8 seconds. Every two seconds 2 ability point damage is healed, and every three seconds 1 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 the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. | ![]() |
|||||||||
![]() |
Regenerate, Mass | Casts Regenerate on multiple targets. A positive energy conjuration that heals hit points, ability point damage, and level drain, and cures bleed effects. It heals 1d6 hit points, +1 per caster levels (max +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 the most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended. | ![]() |
|||||||||
![]() |
Remove Blindness | Cures the condition Blinded of 1 ally. | ![]() |
![]() |
![]() |
|||||||
![]() |
Remove Disease | Cures all diseases on an ally. Does not prevent re-infection after a new exposure. | ![]() |
![]() |
![]() |
![]() |
||||||
![]() |
Remove Paralysis | You can free one or more creatures from the effects of the temporary condition Paralyzed or related magic. | ![]() |
![]() |
![]() |
|||||||
![]() |
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 and/or skill bonuses and penalties to the target as well as other possible benefits or negatives. | ![]() |
|||||||||
![]() |
Restoration | Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally. | ![]() |
![]() |
![]() |
|||||||
![]() |
Restoration, Mass | asts 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. | ![]() |
![]() |
||||||||
![]() |
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 | A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +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. 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. | ![]() |
|||||||||
![]() |
Vigor, Mass | Casts Vigor on multiple targets. A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +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. 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. | ![]() |
DDOwiki metacategories
Root > DDO library
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by class > Bard spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by class > Cleric spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by class > Favored Soul spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by class > Paladin spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by class > Ranger spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by descriptor > Healing spells
Root > DDOwiki meta > DDOwiki metacategories > Spells > Spells by school > Conjuration spells