Defiling Regeneration (Wizard Spell)

This spell allows a defiler to empower a force of creatures to regenerate lost hit points at the ex­pense of the vegetation around them. Only de-filers can cast this spell.
During the preparation time, the defiler must prepare each creature to be endowed with regener­ative abilities. Their faces and hands are inked with special designs and their armor with special sym­bols of evil magic. The caster must have access to the creatures for the entire preparation time.
Upon casting, the caster can empower crea­tures with Hit Dice equal to five times his level with this form of regeneration. This spell affects only living, corporeal creatures. Such creatures, when wounded, regenerate 2 hit points each round, including the round of wounding, for the duration of the spell. Even when slain, these crea­tures regain consciousness when they regenerate to 1 hit point. The spell lasts for a number of days equal to the caster's level. When the spell expires, the tattoos and symbols vanish.
The energy for this regeneration is taken di­rectly from the land, just like defiling magic. During regeneration, the ground where a pro­tected creature was wounded becomes spotted with ash. The more damage regenerated; the more ash appears (treat 4 hit points regeneration is the equivalent of a 1st-level spell). If the land is completely blasted, no regeneration is possible.
Any creature of good alignment under the effect of this spell must attempt to have the magic dispelled before taking damage. Failure to do so, or a willingness to accept the spell, may affect the creature's alignment at the DM's option.
The material components for this spell are inks and dyes made from the blood of regenerat­ing creatures.
Notes: Restricted to defilers, common.
Category:Psionic Enchancements
Category:Wizard Spells
Category:Psionic Enchancements from Dragon Kings
Category:Spells from Dragon Kings
Category:Spells from Wizard's Spell Compendium
Category:Spells