Cure moderate wounds was a conjuration or necromancy spell that healed slightly more severe injuries than cure light wounds.
Effects[]
When laying hands upon a living creature, the caster channeled positive energy that healed a medium amount of damage.[1][6] The necromantic version of this spell was not as potent as the conjuration version, but it was reversible (called cause moderate wounds) and could be used to knock a creature back while doing harm, perhaps critical harm, at the same time.[6]
Undead creatures which drew their power from negative energy reacted just the opposite to this spell by taking damage,[1][6] which could be reduced only by an act of will.[1]
Appendix[]
See Also[]
References[]
- ↑ 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 216. ISBN 0-7869-2886-7.
- ↑ Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 108. ISBN 0-7869-2889-1.
- ↑ James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 55, 57. ISBN 0-7869-3136-1.
- ↑ Wizards of the Coast (2003-04-13). Excerpt: Blackguard (HTML). Excerpts Archive. Wizards of the Coast. Archived from the original on 2013-07-23. Retrieved on 2014-12-14.
- ↑ Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 164, 187. ISBN 0-7869-0394-5.
- ↑ 6.0 6.1 6.2 Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 164. ISBN 0-7869-0394-5.