Cure Light Wounds

School conjuration (healing); Level bard 1, cleric 1, druid 1, paladin 1, ranger 2

Casting Time 1 standard action (from an potion, 1 hour when cast from memory or spelllike ability)

Components V, S

Range touch

Target creature touched

Duration instantaneous

Saving Throw [pfr_combat#will|Will] half (harmless); see text; [pfr_glossary#spell-resistance|Spell Resistance] yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply [pfr_glossary#spell-resistance|spell resistance], and can attempt a [pfr_combat#will|Will] save to take half damage.

This spell requires a Heal Check DC 5 in order to function when cast from memory, or from an item. This counts as performing treat deadly wounds, and thus only a single heal spell operation be performed on a character per day. A failed heal check or fumbled heal check may cause less healing or actually worsen the patients condition. When drunk in a potion form, no heal check is required, but mixing potions effects apply when more than 1 is consumed in a given day.

Cure Light Wounds, Mass

School conjuration (healing); Level bard 5, cleric 5, druid 6

Casting Time 1 standard action. (from an item, 1 hour when cast from memory or spelllike ability)

Components V, S

Range close (25 ft. + 5 ft./2 levels)

Target one creature/level, no two of which can be more than 30 ft. apart

Duration instantaneous

Saving Throw [pfr_combat#will|Will] half (harmless) or [pfr_combat#will|Will] half; see text; [pfr_glossary#spell-resistance|Spell Resistance] yes (harmless) or yes; see text

You channel positive energy to cure 1d8 points of damage + 1 point per caster level (maximum +25) on each selected creature. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a [pfr_combat#will|Will] save for half damage.

This spell requires a Heal Check DC 5 in order to function when cast from memory, or from an item. This counts as performing treat deadly wounds, and thus only a single heal spell operation be performed on a character per day. A failed heal check or fumbled heal check may cause less healing or actually worsen the patients condition. When drunk in a potion form, no heal check is required, but mixing potions effects apply when more than 1 is consumed in a given day.