Cure Wounds
- Level: 1
- School: Abjuration
- Class: Bard, Cleric, Druid, Paladin, Ranger
- Casting Time: Action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.
Tactical Usage
Essential Healing Magic: Cure Wounds provides reliable hit point restoration for battlefield medicine and recovery. This 1st-level abjuration spell excels as fundamental healing magic available to multiple classes.
Optimal Timing: Most effective during combat for stabilizing downed allies or between encounters for efficient healing without rest requirements.
Resource Management: Uses a 1st-level spell slot - available from character level 1+. Excellent healing-per-slot ratio makes this core healing option.
Target Selection: Prioritize unconscious allies to restore them to combat effectiveness, or heal heavily wounded party members.
Spell Combinations
Synergistic Spells:
- Enhancement Magic: Bless or guidance to improve healing effectiveness through ability modifiers
- Protection Spells: Shield of faith or similar effects to protect newly healed allies
- Detection Magic: Detect poison to identify additional healing needs beyond hit points
Class Feature Interactions:
- Divine Magic: Clerics and paladins gain thematic connection to divine healing power
- Healing Bonuses: Class features that enhance healing spells improve effectiveness
- Spell Attack Bonuses: Higher spellcasting modifiers increase healing amounts
Multi-Caster Coordination: Multiple healers can provide comprehensive medical support for large parties or serious injuries.
Material Component Details
Component Acquisition: No material components required - only verbal and somatic components needed.
Component Handling: Simple V, S casting allows quick deployment during combat or emergency situations.
Roleplay Opportunities: Different healing styles reflect divine traditions, natural magic, or musical healing techniques.
Economic Considerations: No costs make this economically viable for frequent healing use.
Creator Notes
Encounter Balancing: Reliable healing affects encounter difficulty calculations and party endurance through multiple combats.
NPC Usage: Healers in communities provide medical services, while enemy clerics can restore their allies during combat.
Environmental Considerations: Touch range requires proximity but works in most environments and situations.
Campaign Integration: Core healing magic that supports extended adventuring and reduces rest dependency.
Environmental Interactions
Terrain Effects: Touch range requires reaching the target. Difficult terrain might affect positioning for healing.
Weather Influence: Unaffected by weather conditions, providing reliable healing regardless of environment.
Structural Interactions: Works in any environment where touch contact can be established.
Elemental Interactions: Pure healing energy unaffected by elemental conditions or magical interference.
Common Rulings & Clarifications
Timing Questions: Action casting time allows healing during combat. Instantaneous effect provides immediate hit point restoration.
Target Limitations: Must touch willing or unconscious creature. Healing cannot exceed maximum hit points.
Duration Interactions: Instantaneous healing with permanent effect until damage is taken again.
Mechanical Interactions: 2d8 + spellcasting modifier base healing. Additional 2d8 per slot level above 1st.
Alternative Applications
Non-Combat Uses: Medical treatment for injured civilians, emergency first aid, or recovery from environmental hazards.
Social Encounters: Demonstrate healing abilities, provide medical services to gain favor, or treat injured NPCs.
Exploration Applications: Recover from environmental damage, treat injuries from traps or hazards, or maintain party health during travel.
Utility Functions: Veterinary care for animal companions, treating exhaustion-related injuries, or general medical practice.
Related Spells
Same School: Other abjuration spells like healing word (1st level ranged healing), cure diseases (healing specific conditions), mass cure wounds (5th level group healing).
Similar Effects: healing word (1st level bonus action), mass cure wounds (5th level multiple targets), heal (6th level major restoration).
Progression Options: cure wounds (1st level single target), mass cure wounds (5th level multiple targets), heal (6th level major healing).
Complementary Magic: lesser restoration (condition removal), protection from poison (prevent damage), detect poison and disease (identify problems).
Scaling Analysis
Level Progression: Remains valuable throughout campaigns as a reliable, efficient healing option.
Upcast Benefits: Additional 2d8 healing per level makes higher-level casting significantly more effective.
Campaign Phases: Essential at all levels for maintaining party health and combat effectiveness.
Comparative Value: Excellent healing efficiency that justifies spell slot investment for immediate hit point restoration.
Narrative Flavor
Casting Description: Healing energy flows through your touch as divine power, natural magic, or musical harmony mends wounds and restores vitality.
Effect Manifestation: Wounds close, bruises fade, and strength returns as magical healing energy suffuses the target's body.
Personal Style: Clerics channel divine grace, druids invoke natural regeneration, bards use harmonic resonance, while paladins radiate righteous healing.
World Integration: Represents fundamental healing magic available to many traditions, associated with divine blessing, natural restoration, or life-affirming magical practices.