Advanced Dungeons & Dragons 2nd Edition Wiki

This spell is the same as the 1st level priest spell, regenerate light wounds, except for its dura­tion (1 week per level of the caster) and magnitude. This spell heals wounds at a rate of 4 hit points per round until the creature is 4 hit points or less from its maximum total. If the recipient is at full hit points when the regenerative heal spell is cast, the spell has no immediate effect. Instead, if the indi­vidual is later injured (suffers at least 1 point of damage), the regeneration begins at that time.

Unlike less powerful forms of regenerative healing, other magical curing does not cause the spell to end (except by bringing the creature to within 4 points of its maximum). Otherwise, there is no limit on the amount of damage this spell can regenerate within its duration, as long as the crea­ture remains more than 4 hit points from its maxi­mum. If the regenerative power is not fully used within 1 week per caster level, then it ends without further effect. Healing gained from the spell before it ends is retained.

This spell has no effect on disease, blindness, insanity, loss of limb, or disabling spells.

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, degenerative harm, causes the recipient to suffer damage at the rate of 4 hit points 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 is reduced 4 hit points or less. (It can weaken but not slay the sub­ject.) It causes no other harm to the recipient in the form of disease, insanity, and so on.

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