cure wounds spell baldursgate3 wiki guide 150px 2

Cure Wounds

Level 1 Evocation Spell

1~8 Healing

1d8 dice icon baldursgate3 wiki guide1d8+WIS/CHAhealing 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 25pxAction spell 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

  • This spell does 1-8 healing + the Wisdom Modifier of the character. It can be Upcast using higher level Spell Slots adding an additional 1-8 healing per spell slot higher.

 

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

      Protip, pick healing word instead. I know what you're thinking; "healing words is a d4, this is a d8, why pivk the weaker one?"

      Let me give you the actual numbers:
      A die yields an average result equal to half it's max plus 0.5 (because it starts counting at 1) in other words increasing a die's number of faces by 2 increases it's average output by 1. So 1d4 is 2.5, while 1d8 is 4.5

      This is abysmal healing in either case, thankfully you also add your spell modifier, which should start at +3, and for a healer should then ideally increase to +4 at 4th, and +5 at 8th level.

      So the new values untill 4th level casting with 1st level slots, are 5.5 and 7.5, which are both signifficantly better, around the average per turn damage output of a character (damage is usually higher, but factoring in the chance to miss the average per round is lower).

      Now comes the reason to pick word over cure, word is a bonus action ranged spell, and cure is an action and requires touch. The difference is 2 hp, and with your action as any of the healing casters you can do way more.

      Here are the situations where you want to have cure wounds:
      • If you already have healing word and want to be able to heal twice on a turn, good for when you have just one healer.
      • If you play moon druid, as you can't cast in wildshape anyways, meaning you may want just the one cast to do before you wildshape, and between fights.
      • If you plan on using it predominantly on yourself, or exclusively out of combat (here goodberry is better if it's an option)
      • If you have a specific combo in mind such as cure wounds and a powerful bonus action like spiritual weapon or a clutch shield of faith.
      • For rp reasons, not super aplicable to bg3, but sometimes the touch and heal feels more right than the fast and distant heal.

      As a general rule though, as far as first level healing spells are concerned, healing word is the default, cure wounds is a niche tactical alternative, and goodberry is an out of combat option.

      • 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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