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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 Drd FvS Pal Rgr Sor Wiz War
Sp curemoderatewounds.png
Angels Tears Channels powerful positive energy to wipe away afflictions and restore 16 to 26 hit points for all characters including Warforged, who are resistant to others forms of healing. This effect removed temporary ability damage and the conditions cured, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned.
D&D dice: Heals 2d6+4 plus 1 per caster level hp (max 10).
Icon Anti-Mummy Elixir.png
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.
CloseWounds.png
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.) Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
CureCriticalWoundsMass.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
CureCriticalWounds.png
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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
CureLightWoundsMass.png
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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon curelightwounds.png
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.

A successful Will save takes half damage (undead only).

Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureModerateWoundsMass.png
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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp curemoderatewounds.png
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. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
CureSeriousWoundsMass.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp cureseriouswounds.png
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. (a will save reduces this damage by half) Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
Divine Wrath Icon.jpg
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
HunterOfTheDeadGreaterRestoration.png
Greater Restoration Restores all negative levels suffered, eliminates the conditions: Ability damage, Confused, Exhausted, Fatigued, and all forms of Insanity suffered by the Ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Greater Vigor Mass.png
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.

Icon Feat Past Life Druid.png
Icon Greater Vigor.png
Greater Vigor A positive energy conjuration that heals 1d8, +1 per 3 caster levels (max +4 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. Icon Feat Past Life Druid.png
HealMass.png
Heal, Mass Casts Heal on multiple targets. Channels powerful positive energy into allies to wipe away injury and afflictionsIcon tooltip.pngThis 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 (up to a maximum of 250).

Against Undead acts like Harm. Charges the foe Undead with positive energy dealing 10 points of damage per caster level. A successful Will save reduces the damage by half. Heal, Mass cannot reduce the Undead's hit points to less than 1.

Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Heal.png
Heal Channels positive energy into a target to wipe away injury and afflictions, restores 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. Undead who make a successful Will save reduce the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
Sp neutralizepoison.png
Lasting 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 damage, or effects that don’t go away on their own. This immunity effect is Lasting and is not removed by rest or death and cannot be dispelled.

The creature is immune to any Poison effects it is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not damage.

Icon lesserrestoration.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Icon Lesser Restorative Draught.png
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 Icon Feat Past Life Alchemist.png
Icon Lesser Vigor Mass.png
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,the duration is extended.

Icon Feat Past Life Druid.png
Sp drd lesservigor.png
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.

Icon Feat Past Life Druid.png
Sp neutralizepoison.png
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 damage, or effects that don’t go away on their own.

The creature is immune to any Poison effects it is exposed to during the duration of the spell, e.g. Troglodyte Stench, but not damage.

Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png Icon Feat Past Life Ranger.png
Panacea.png
Panacea Channels powerful positive energy into a target to wipe away afflictionsIcon tooltip.pngThis includes:
Blinded, Confused, 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.).
Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png
RaiseDead.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Regenerate Mass.png
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 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 most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Icon Feat Past Life Druid.png
Icon Regenerate.png
Regenerate A positive energy conjuration that heals hitpoints, ability point damage, level drain, and cures bleed effects. It heals 1d6 hitpoints, +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 most beneficial taking priority. If multiple Regenerate spells are cast on the same target, then the duration is extended.

Icon Feat Past Life Druid.png
Reincarnate.png
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. Icon Feat Past Life Druid.png
Sp removeblindness.png
Remove Blindness Cures the condition Blinded in 1 ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Sp rgr removedisease.png
Remove Disease Cures all diseases on an ally and grants immunity to disease for 6 seconds per caster level. Icon Feat Past Life Cleric.png Icon Feat Past Life Druid.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Ranger.png
Icon removeparalysis.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
RestorationMass.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Sp restoration.png
Restoration Cures all the following conditions: ability damage, restores a single negative level suffered, and eliminates fatigue or exhaustion suffered by the ally. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Paladin.png
Resurrection.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
TrueRessurrection.png
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. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon Vigor Mass.png
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.

Icon Feat Past Life Druid.png
Icon Vigor.png
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.

Icon Feat Past Life Druid.png