Regeneration (spell)

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Regeneration 01.jpg

Regeneration replaces body parts that have been lost or irrevocably damaged. The spell restores the limb exactly as it was prior to its loss, whether a finger, toe, hand, foot, arm, leg, tail or internal organ. The spell even replaces the heads of multi-headed creatures; but otherwise the spell won't restore a head that's been cut off a common humanoid. The spell is able to heal broken bones.

Regeneration
Range touch
Duration permanent
Area of Effect 1 creature's body part
Casting Time 3 rounds
Saving Throw none
Level cleric (7th)

If the lost part is present, the time necessary to restore the lost limb to the rest of the body is a single round, after the spell is discharged. However, if the body part must be regrown from the body entirely, the time needed will be 8-80 rounds, or 8d10. The limb in the process of being restored may be partially useful prior to its full regeneration, but this must be judged according to what's being renewed and what use it's 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.