Regenerate, Greater (3.5e Spell)

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Author: grog toad (talk)
Date Created: March 11, 2014
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Regenerate, Greater
Conjuration (Healing)
Level: Cleric 9, Druid 9
Components: V, S, DF
Casting time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 willing creature per level in range
Duration: Instantaneous (see text)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you finish casting this spell, the flesh and bones of your allies knit together, lost arms grow back and stand ready to fight again.

The subjects' severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round whether the severed members are present and touching the creature or not.

Regenerate also cures 10 points of damage per caster level, and rids the subject of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (undead are refreshed as if they had died one round ago).

The subjects of the spell gain regeneration 0 overcome by all damage types and fast healing 5 for 1 round per caster level.



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Article BalanceHigh +
Authorgrog toad +
ComponentV +, S + and DF +
Identifier3.5e Spell +
LevelCleric 9 + and Druid 9 +
RangeClose +
RatingUnrated +
SchoolConjuration +
SubschoolHealing +
SummaryHeals damage and restores lost limbs in multiple creatures. +
TitleRegenerate, Greater +