New spells and changes to existing ones.
Regenerate Light Wounds
Conjuration (Healing)
Level: Druid 1, Ranger 2
Components: V,S
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 10 rounds + 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
With a touch of your hand, you boost the subject's life energy, granting
him or her the fast healing ability for the duration of the spell. The
subject heals one (1) hit point per round of such damage until the spell
ends and is automatically stabilized if he or she begins dying from
hit point loss during that time. Regenerate light wounds does not restore
hit points lost from starvation, thirst, or suffocation, nor does it
allow a creature to regrow or attach lost body parts. The effects of
multiple regenerate spells do not stack; only the highest-level effect
applies. Applying a second regenerate spell of equal level extends the
first spell's duration by the full duration of the second spell.
Regenerate Moderate Wounds
Conjuration (Healing)
Level: Druid 2, Ranger 3
Duration: 10 rounds + 2 round/level
As Regenerate Light Wounds, except for duration and the subject
may regrow missing digits (one digit per casting of the spell).
Regenerate Serious Wounds
Conjuration (Healing)
Level: Druid 4, Ranger 4
Duration: 10 rounds + 1 round/level
As Regenerate Light Wounds, except for the subject heals two
(2) hit points per round, and the subject may regrow missing digits
and limbs (all missing digits and/or one limb per casting of the spell).
Regenerate Critical Wounds
Conjuration (Healing)
Level: Druid 5
Duration: 10 rounds + 2 round/level
As Regenerate Serious Wounds, except for duration and the
subject may regrow missing digits, limbs and repair ability damage(all
digits and/or all limbs and/or one(1) point of ability damage per five
rounds of the spell).
Regeneration Ring
Conjuration (Healing)
Level: Druid 3
Components: V,S
Casting Time: 1 action
Range: 20 feet
Target: One creature/two levels, no two of which can be more than 30'
apart.
Duration: 10 rounds + 1 round/two levels
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You invoke healing energy over a group of creatures, granting each
of them the fast healing ability for the duration of the spell. Each
subject heals one (1) hit point per round of such damage until the spell
ends and is automatically stabilized if he or she begins dying from
hit point loss during that time. Regeneration ring does not restore
hit points lost from starvation, thirst, or suffocation, nor does it
allow a creature to regrow or attach lost body parts. The effects of
multiple regenerate spells do not stack; only the highest-level effect
applies. Applying a second regenerate spell of equal level extends the
first spell's duration by the full duration of the second spell.
Greater Regeneration Ring
Conjuration (Healing)
Level: Druid 6
Range: 20 feet
Target: One creature/two levels, no two of which can be more than 30'
apart.
Duration: 10 rounds + 1 round/two levels
As Regeneration Ring, except that each subject gains two (2)
hit points per round and each subject may regrow missing digits, limbs
and repair ability damage (all missing digits and/or one limb per casting
of the spell).
|