Necromancy (Healing)
Level: Healing 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous, 1 minute; see text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Spell Points: 13

You can feel the torrent of positive energy flowing from your hands and into the creature as you cast this spell.


The subject’s 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 if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. This regeneration is instantaneous in nature.

Regenerate also grants the subject Fast Healing 3 for 1 minute, rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

Augment: If you spend 2 additional spell points and 200XP, you can target this spell on the remains of a creature that has been dead for no longer than 1 round. The creature then immediately comes back to life, at -9 hit points. It suffers no level loss, loss of constitution, or other usual drawbacks of dying, since this spell acts before the subject’s soul has fully left the body. If the creature’s remains were in a especially bad state (such as due to death by decapitation, or a Disintegrate or Implosion spell), it takes 2d10 rounds for the creature to reform its body, during which time it cannot act. Even if the subject’s remains were mostly intact and its hit points are brought into the positives, it cannot act for one round after being brought back to life in this way, since the spell needs time to repair the lethal damage. The spell’s other functions affect the creature normally. It gains Fast Healing 3 for 1 minute, and is cured of all exhaustion, fatigue, and nonlethal damage.