Invest Moderate Protection

Conjuration (Healing)

Level: Cleric 3

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous; see text

Saving Throw: Will half (harmless); see text

Spell Resistance: Yes (harmless); see text

You invest the target with an infusion of divine energy. His wounds knit shut, while the power you grant to him helps ward off future injuries.

You heal a living creature you touch of 3d4 points of damage +1 per two caster levels (maximum +6). In addition, the creature touched gains damage reduction 3/evil for 1 minute.

Like cure light wounds, this spell deals damage to undead creatures instead of curing them. In addition, on a failed save undead creatures take an extra 3 points of damage from any weapon or physical attack capable of overcoming good damage reduction for 1 minute.

Source: Player’s Handbook II, page 115.

Roll20 Macro

Arcane Version