Regeneration (spell)

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Regeneration 01.jpg
Regeneration
Range touch
Duration permanent
Area of Effect 1 creature
Casting Time 3 rounds
Saving Throw none
Level cleric (7th)

Replaces body parts that have been lost or irrevocably damaged. The spell will replace fingers, toes, hands, feet, arms, legs, tails or even the heads of multi-headed creatures, as well as healing broken bones or replacing organs.

If the part that has been lost is present, the time necessary to regenerate the part is but 1 round. However, if the part must be restored from scratch, it will take 8-80 rounds (8d10).

The limb may be partially useful prior to its full regeneration, but this must be judged according to what part is regenerating, and to what use it is put to.

Wither

The reverse of the spell, wither, will cause the member or organ of a creature touched to shrivel and cease to function within 1 round, dropping off into dust in 4-40 rounds. There is no saving throw. The body limb will leave behind a patch of skin that will appear as if healed for several months.

Unless the creature is surprised, prone or otherwise restrained, the cleric’s chance of touching an arm or a leg will require hitting AC 5; to hit only the hand would require hitting AC 3. Attacks to the head will cause the loss of an eye, nose or ear — not the head itself — and would require hitting AC 0; in which case the cleric would have succeeded in withering the desired facial feature.

Withering a limb will cause damage equal to half that for amputating a limb. Note that because the stump is healed over, there will be no injury damage caused by the regeneration spell.