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Inflict Critical Wounds

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Name: Inflict Critical Wounds
School: Necromancy (Inflict wounds) (Negative Energy)
Spell Level: Clr 4, DarkA 4, FvS 4
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.
Spell Point Cost: 16
Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken, Intensify, Embolden
Target: Foe, Undead Friend
Range: Touch
Duration: Instantaneous
Saving Throw: Will save takes half damage
Spell Resistance: No
Cooldown: 4 seconds


When laying your hand upon a creature, you channel negative energy that deals 1d6+10 points of damage per caster level, or 4d6+8 points of damage plus 1 point per caster level to heal Undead (Maximum caster level 20.). A successful Will save reduces the damage by half.

Undead are powered by negative energy, and Undead don't make the Will save for half healing, therefore this spell cures such a creature of a like amount of damage rather than harming it, and they don't trigger Spell Resistance when cast on a friendly Undead.