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This spell is much like the 1st level clerical spell, cure light wounds. However, it allows the creature to regenerate 1 hit point per round for 1d4+1 rounds. If the recipient is at full hit points when the regenerate light wounds spell is cast, the spell has no immediate effect. Instead, if the indiĀ­vidual is later injured (suffers at least 1 point of damage), the regeneration begins at that time. The spell ends when the individual reaches maximum hit points or has regenerated the full 1d4+1 hit points.

If the spell recipient is subject to a subsequent curative spell (including another regenerate wounds spell), drinks a potion of healing, or uses other magĀ­ical healing powers, the original regenerate light wounds spell ends immediately. If the regenerative power is not fully used within 24 hours per caster level, then it ends without further effect. Healing gained from the spell before it ends is retained.

The regenerate wounds spells (and their reversed forms) affect only those creatures affected by cure light wounds spells, and the healing (injury) is only as permanent as that provided by a cure (cause) light wounds spell.

The reverse of this spell, degenerate light wounds, causes the recipient to suffer 1d4+1 points of damage at the rate of 1 hit point per round. This degeneration begins after the creature regains at least 1 hit point from any cause. The degeneration stops when the spell has run its course or the creature dies.

Notes: Very rare spell. (Updated from Dragon Magazine.)