Difference between revisions of "Regenerate, Greater (3.5e Spell)"

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{{author
 
{{author
|author_name=<!--your username-->grog toad
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|author_name=grog toad
|date_created=<!--today's date-->March 11, 2014
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|date_created=March 11, 2014
|status=<!--Insert idea's status here.-->
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<onlyinclude>{{3.5e Spell
 
<onlyinclude>{{3.5e Spell
|name=<!-- name of spell-->Regenerate, Greate
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|name=Regenerate, Greater
|school=<!-- spell school name only; ex: Transmutation -->Conjuration
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|school=Conjuration
|subschool=<!-- subschool of spell if any, name only; ex: Calling -->Healing
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|subschool=Healing
  
|lvl=<!-- classes and spell levels for each class. Please spell out each class in full, and capitalize the names so that they will properly be loaded into the spell lists. Do not make links in this line -->Cleric 9
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|lvl=Cleric 9, Druid 9
|comp=<!-- spell components and/or foci; ex: V, S  -->V, S, DF
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|comp=V, S, DF
|casttime=<!-- casting time -->1 full round action
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|casttime=1 full round action
|range=<!-- range -->Close
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|range=Close
|dur=<!-- duration -->Instantaneous (see text)
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|dur=Instantaneous (see text)
|tsea=<!-- target (t), targets (ts), effect (e), area (a), or any combination thereof (e.g. "ea") -->(ts)
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|tsea=ts
|subj=<!-- subject(s) of the spell -->1 willing creature per level in range
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|subj=1 willing creature per level in range
|save=<!-- what kind of saving throw this spell allows -->Fortitude negates (harmless)  
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|save=Fortitude negates (harmless)  
|sr=<!-- does the spell allow spell resistance? -->Yes (harmless)  
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|sr=Yes (harmless)  
|summary=<!-- the summary of the spell that will appear in class spell lists; this will not appear on the spell page -->
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|summary=Heals damage and restores lost limbs in multiple creatures.
 
}}
 
}}
  
''<!-- An example of what it is like to cast the spell.  (optional) -->As you finish casting this spell, the flesh and bones of your allies knit together, lost arms grow back and stand ready to fight again.''
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''As you finish casting this spell, the flesh and bones of your allies knit together, lost arms grow back and stand ready to fight again.''
  
<!--Detailed description of your spell.-->The subjects' 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 whether the severed members are present and touching the creature or not.
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The subjects' 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 whether the severed members are present and touching the creature or not.
  
 
Regenerate also cures 10 points of damage per caster level, and rids the subject of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (undead are refreshed as if they had died one round ago).
 
Regenerate also cures 10 points of damage per caster level, and rids the subject of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (undead are refreshed as if they had died one round ago).
  
 
The subjects of the spell gain regeneration 0 overcome by all damage types and fast healing 5 for 1 round per caster level.  
 
The subjects of the spell gain regeneration 0 overcome by all damage types and fast healing 5 for 1 round per caster level.  
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{{3.5e <!--class name or domain name (e.g. "Druid")--> Spells Breadcrumb}}<br/>
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{{3.5e Cleric Spells Breadcrumb}}<br/>
{{3.5e <!--class name or domain name (e.g. "Paladin")--> Spells Breadcrumb}}<br/>
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{{3.5e Druid Spells Breadcrumb}}<br/>
{{3.5e <!--class name or domain name (e.g. "Sorcerer/Wizard")--> Spells Breadcrumb}}<!--repeat for every class which can cast this spell-->
 
 
[[Category:3.5e]]
 
[[Category:3.5e]]
 
[[Category:User]]
 
[[Category:User]]
 
[[Category:Spell]]
 
[[Category:Spell]]
 
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Latest revision as of 00:26, 16 December 2015

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Author: grog toad (talk)
Date Created: March 11, 2014
Status:
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Regenerate, Greater
Conjuration (Healing)
Level: Cleric 9, Druid 9
Components: V, S, DF
Casting time: 1 full round action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: 1 willing creature per level in range
Duration: Instantaneous (see text)
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)

As you finish casting this spell, the flesh and bones of your allies knit together, lost arms grow back and stand ready to fight again.

The subjects' 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 whether the severed members are present and touching the creature or not.

Regenerate also cures 10 points of damage per caster level, and rids the subject of ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (undead are refreshed as if they had died one round ago).

The subjects of the spell gain regeneration 0 overcome by all damage types and fast healing 5 for 1 round per caster level.



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Article BalanceHigh +
Authorgrog toad +
ComponentV +, S + and DF +
Identifier3.5e Spell +
LevelCleric 9 + and Druid 9 +
RangeClose +
RatingUnrated +
SchoolConjuration +
SubschoolHealing +
SummaryHeals damage and restores lost limbs in multiple creatures. +
TitleRegenerate, Greater +