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Inflict Light Wounds, Mass

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Name: Inflict Light Wounds, Mass
School: Necromancy (Inflict wounds) (Negative Energy)
Spell Level: Clr 5, DarkA 5, FvS 5
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: 25
Metamagic: Empower, Enlarge, Heighten, Maximize, Quicken, Intensify, Embolden
Target: Foe, Undead 1 per caster level, no 2 of which can be more than 30 ft. apart
Range: Close (25 ft.+5 ft. per 2 caster levels)
Duration: Instantaneous
Saving Throw: Will save takes half damage
Spell Resistance: Yes
Cooldown: 4 seconds


Casts Inflict Light Wounds on multiple targets at range inflicting 1d6+2 negative energy damage plus an additional 1 for every caster level (Maximum caster level 25.), or healing Undeads for a lesser amount. A successful Will save reduces the damage by half.

Undeads are powered by negative energy, and Undeads don't make the Will save for half healing, therefore this spell cure such creatures of a like amount of damage rather than harming them, and they don't trigger Spell Resistance when cast on friendlies Undeads.