Cure moderate wounds was a conjuration or necromancy spell that healed slightly more severe injuries than cure light wounds.


When laying hands upon a living creature, the caster channeled positive energy that healed a medium amount of damage.[1][5] 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.[5]

Undead creatures which drew their power from negative energy reacted just the opposite to this spell by taking damage,[1][5] which could be reduced only by an act of will.[1]


See AlsoEdit

Cure minor woundsInflict minor wounds
Cure light woundsInflict light wounds
Mass cure light woundsMass inflict light wounds
Cure moderate woundsInflict moderate wounds
Mass cure moderate woundsMass inflict moderate wounds
Cure serious woundsInflict serious wounds
Mass cure serious woundsMass inflict serious wounds
Cure critical woundsInflict critical wounds
Mass cure critical woundsMass inflict critical wounds


  1. 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 216. ISBN 0-7869-2886-7.
  2. James Wyatt, Darrin Drader, Christopher Perkins (October 2003). Book of Exalted Deeds. (TSR, Inc), pp. 55, 57. ISBN 0-7869-3136-1.
  3. Wizards of the Coast (2003-04-13). Excerpt: Blackguard. Excerpts Archive. Wizards of the Coast. Archived from the original on 2013-07-23. Retrieved on 2014-12-14.
  4. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 164, 187. ISBN 0-7869-0394-5.
  5. 5.0 5.1 5.2 Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), p. 164. ISBN 0-7869-0394-5.