V s casting time.
Cure light wounds wand 3 5.
Range close 25 ft.
Eternal wands recharge over time if they are not actively being used.
Cure light wounds mass.
See text spell resistance.
Cure moderate wounds player s handbook v 3 5 p.
A thin rod of smooth mahogany containing charges of the cure minor wounds spell.
1 standard action range.
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.
The level of such spells depends on the caster crafting the wand.
Most wands are wood but some are bone metal or even crystal.
Cure light wounds conjuration level.
Each wand has 50 charges when created and each charge expended allows the user to use the wand s spell one time.
An undead creature can apply spell resistance and can attempt a will save to take half damage.
A wand is 6 to 12 inches long 1 4 inch thick and weighs no more than 1 ounce.
V s casting time.
Notes even though it says it recharges every day the wand actually recovers 1 charge every 3 seconds making this wand have effectively infinite charges.
Casting time 1 standard action components v s.
Level bard 5 cleric oracle 5 druid 6 inquisitor 5 shaman 5 witch 6.
Most wands are wood but some are bone.
Cleric or no i think they re a good idea.
Bard 1 urban druid 1 nentyar hunter 1 knight of the weave 1 hunter of the dead 1 healer 1 adept 1 paladin 1 druid 1 cleric 1 savant 1 divine ranger 2 healing 1 components.
A typical wand is 6 inches to 12 inches long and about inch thick and often weighs no more than 1 ounce.
Creature touched duration.
Since undead are powered by negative energy this spell deals damage to them instead of curing their wounds.
I ve always kinda felt that the ubiquitous wand of cure light wounds thing and the related nobody wants to play the cleric thing were indicators of a really fundamental problem with the way d d works in most or all editions.
Apart duration instantaneous saving throw will half harmless or will half.
5 ft 2 levels target one creature level no two of which can be more than 30 ft.
A typical wand has armor class 7 5 hit points hardness 5 and a break dc of 16.
A wand that runs out of charges is just a stick.
Cure light wounds player s handbook v 3 5 p.