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Cure Light Wounds

Source PRPG Core Rulebook pg. 263 (Amazon)
School conjuration (healing); Level adept 1, alchemist 1, bard 1, cleric/oracle 1, druid 1, hunter 1, inquisitor 1, investigator 1, occultist 1, paladin 1, ranger 2, shaman 1, skald 1, spiritualist 1, warpriest 1, witch 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text

Description

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). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Mythic Cure Light Wounds

Source Mythic Adventures pg. 89
The damage cured increases to 2d8 points of damage + 2 points per caster level (maximum +10). The spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what type of ability damage is cured.