Cure Wounds

cure wounds spell baldursgate3 wiki guide 150px 2

Lvl 1 Evocation

4~11 Healing

1d8 dice icon baldursgate3 wiki guide1d8+3healing icon bg3 wiki

Heal a creature you can touch.

alert icon baldursgate3 wiki guide 25pxNo effect on undead and constructs.

icon weapon type bg3 wiki guideMelee

action icon baldursgate3 wiki guide 25pxActionspell slot icon baldursgate3 wiki guide 25pxLevel 1 Spell Slot

Cure Wounds is a Spell in Baldur's Gate 3. Cure Wounds is a Lvl 1 Spell from the Evocation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.

Baldur's Gate 3 Cure Wounds Information

  • Description: Heal a creature you can touch.
  • alert icon baldursgate3 wiki guide 25pxNo effect on undead and constructs.
  • Level: Lvl 1 spell
  • School: Evocation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: icon weapon type bg3 wiki guideMelee
  • Requires Concentration: No 
  • Saving Throw: None

How to Acquire Cure Wounds in BG 3

Cure Wounds can be acquired by the following classes:

Cure Wounds can be cast by using the following Items:

  • ???

 

Cure Wounds Tips & Notes for BG 3

  • Notes & Tips go here

 

Lvl 1 Spells
Animal Friendship  ♦  Armour of Agathys  ♦  Arms of Hadar  ♦  Bane  ♦  Bless  ♦  Burning Hands  ♦  Challenge to Duel  ♦  Charm Person  ♦  Chromatic Orb  ♦  Chromatic Orb: Acid (Lvl 1)  ♦  Chromatic Orb: Cold (Lvl 1)  ♦  Chromatic Orb: Fire (Lvl 1)  ♦  Chromatic Orb: Lightning (Lvl 1)  ♦  Chromatic Orb: Poison (Lvl 1)  ♦  Chromatic Orb: Thunder (Lvl 1)  ♦  Colour Spray  ♦  Command (Halt)  ♦  Compelled Duel  ♦  Create or Destroy Water  ♦  Create Water  ♦  Disguise Self  ♦  Dissonant Whispers  ♦  Divine Favour  ♦  Enhance Leap  ♦  Ensnaring Strike  ♦  Entangle  ♦  Expeditious Retreat  ♦  Faerie Fire  ♦  False Life  ♦  Feather Fall  ♦  Find Familiar  ♦  Find Familiar: Cat  ♦  Find Familiar: Crab  ♦  Find Familiar: Frog  ♦  Find Familiar: Rat  ♦  Find Familiar: Raven  ♦  Find Familiar: Spider  ♦  Fog Cloud  ♦  Goodberry  ♦  Grease  ♦  Guiding Bolt  ♦  Hail of Thorns  ♦  Healing Word  ♦  Hellish Rebuke  ♦  Heroism  ♦  Hex  ♦  Hunter's Mark  ♦  Inflict Wounds  ♦  Jump  ♦  Longstrider  ♦  Mage Armour  ♦  Magic Missile  ♦  Protection from Evil and Good  ♦  Ray of Sickness  ♦  Sanctuary  ♦  Searing Smite (Spell)  ♦  Shield  ♦  Shield of Faith  ♦  Sleep  ♦  Speak with Animals  ♦  Tasha's Hideous Laughter  ♦  Thunderous Smite  ♦  Thunderwave  ♦  Witch Bolt  ♦  Wrathful Smite



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    • Anonymous

      Life clerics memorize the spell automatically. Other clerics can still select it from the pool of cleric spells. Some spells are subclass specific, but not this one.

      • Anonymous

        Where does Shadowheart get Cure Wounds from? It says the spell is for Life Domain Clerics, but she is Trickster Domain

        • Anonymous

          Good for level 1-2, around early level 3 it might prevent a single action taken on someone,but after 4 mobs and especially 5 the damage being dished out per turn is way more then what you can heal. Healing is generally a trap in DnD 5e, action prevention is the best healing.

          Lets look at cure light wounds 1d8+spell modifier (lets say 3), is 4-11 Average 7.5.
          Now guiding bolt 4d6, 4-24. Average 14 + advantage on the next attack OR Inflict wounds, which is average 16.5

          Lets look at level 2 spell slot

          2d8+3 5-19 = 12, vs GB 5-30 = 17.5, vs IW 4-40 AVG 22

          Cure light wounds is horrible for the action economy and resource economy, damage prevention is stronger then healing even as a cleric of life (trap class, pick light as granting disadvantage to enemies is better then healing.) Cure light wounds would need a base 1d8 increase to be be a good main action move. Cleric is better seen as a buffer/single target damage dealer at low levels (bless is a 5-20% more hit rate spell and + and guiding bolt adds advantage, leading to shorter fights with the damage you dish and less damage taken.

          Then you have the healers conundrum and why healing word is the superior heal. Lets say I heal you constantly wasting my spell slots trying to keep you at tip top health. Congratulations, one fight and you have no spells (to be fair by act 2, you do have like 2000 supplies.), if someone goes down instead think, I can healing word them, they can disengage+jump+run making them chase and possibly dash, wasting THEIR turns. Also the second healers conundrum, you've figured out healing word + health potions is better, but why is it mathematically.

          Mob does 15-30 damage a turn, you could possibly heal someone @ 15 hp, and possibly save them, but if you did that heal after the hit its as if you healed the extra damage.

          15->2-16 = 2-16 healed. possibly saving them from the next hit. but leaving them low and the next hit will down them no matter what.
          Let the hit go through, they're downed and leave them with 2-16, any bonus over kill damage is technically added to your heal as all the damage stopped. So instead of being at 1-5 hp, healing word would leave them at 4-7 and a turn to do damage back

          • Anonymous

            Cure wounds, Healing word, Prayer of Healing add your WISDOM ability modifier to the dice roll to determine the amount of HP restored.

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