Regenerate Critical Wounds (Priest Spell)

This spell is the same as the 1st level priest spell regenerate light wounds, except for its dura­tion (72 hours per level of the caster) and magni­tude. This spell heals 3d4+6 points of damage at a rate of 1 hit point per round. If the recipient is at full hit points when the regenerate critical wounds 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. The spell ends when the individual reaches maximum hit points or has regenerated the full 3d4+6 hit points.
If the spell recipient is subject to a subsequent curative spell (including another regenerate wounds spell), drinks a potion of healing, or uses other mag­ical healing powers, the original regenerate critical wounds spell ends immediately. If the regenerative power is not fully used within 72 hours per caster level, then it ends without further effect. Healing gained from the spell before it ends is retained.
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, degenerate critical wounds, causes the recipient to suffer 3d4+6 points of damage at the rate of 1 hit point 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 dies.
Notes: Very rare spell. (Updated from Dragon Magazine.)
Category:Priest Spells
Category:Spells from Priest's Spell Compendium
Category:Spells