Regeneration (V7)
Contents
Regeneration (E, Spirit)
Materials
Enchantment cloth, player
Incantation
Repeat x5, "Endless health unto thee," tie cloth to person.
Effect
Players bearing this enchantment will Heal (V7) any wound, one at a time, in a 50 count and are immune to poison (V7). The player must chant this duration out loud in order to heal a wound. You may not chant to heal a wound unless you are already wounded. Ceasing the chant will cause the chant count to restart at zero.
Limitations
You must be alive to gain the benefites of this enchantment. Will not work on armor of any sort.
Who gets it?
A 5th level Druid (V7) spell.
Also a Monster Trait
Discription from the Dor Un Avathar (V7)
Lost limbs will grow back after a 50 count. If slain, creature will come back to life after a 50 count (this does not count towards the total lives lost). Regeneration does not function against wounds or death caused by any form of fire, magical attack (including magic weapons) or Powerful Blows (V7). Damage to Natural Armor (V7) and wounds from these attacks remain even if the Monster is slain by non-magical means and regenerates back to life. *(ex.: a Regenerating Troll loses an arm to an Acid Bolt (V7), but is slain by a normal arrow to the chest. When the Troll regenerates from death, it keeps the wounded arm.)*
Monsters who regen
- Deadly Slime (Invulnerability are regenerated instead of lost limbs)
- Entangling Mass: Due to the Amorphous nature of the Mass, this restores a level of Invulnerability (V7) to the Mass instead of a lost limb.
- Extra-Planar Entity (option at 4th level)
- Gryphon
- Hydra (6th level, all parts gain this ability)
- Kelpie
- Nosferatu
- Skeleton (only from death; wounds do not regen.)
- Ursunid (only functions inside their Lair)
- Werewolf (6th level Trait, even against wounds inflicted by magical attacks or Powerful Blows. Please note: this does not bring the Werewolf back from death caused by such wounds.)
- Zombie