Blue Mountain
Regenerate
College:Lay Healer
Spell Type:Arcane Spell
Special Classification:None
Spell Rank Limit:10
Name:Regenerate
Multiple:685
Range:Touch
Duration:Special
Base Chance:55
Components:Verbal, Somatic
Saving Throw:None
Prerequisites:Spell Memory 14, Spell Energy 14, Cure Wounds 22, Cure Blindness 22, Cure Deafness 22
There are two possible applications of this spell:

Regenerate Body Parts
With this application of the Regenerate spell, body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatues), bones, and organs grow back. The process of regeneration requies but one round if the severed member(s) is (are) present and touching the creature, 20 to 80 minutes (2d4 x 10) otherwise. The creature must be lving to receive the benefits of this spell. If the severed member is not present, or if the injury is older than one day per rank, the recipient must roll a successful system shock check to survive the spell.

Regenerate Hit Points
With this application, the target will regenerate 1 hit point per round for 5 minutes (30 rounds) plus an additional 1 minute (6 rounds) per rank. At rank 10, healing increases to 2 hit point per round. Note that bleeding can be stopped by this spell in lieu of healing. For example, if the target is bleeding one point per round then the Regenerate spell stops the 1 point of bleeding the round after it happens instead of healing 1 hit point.

Use of this spell requires 5 sets of healing ingredients (c.f., Conjure Healing Ingredients) that are normally used for Cure Wounds.
Effect Category:Physical
Effect:Regeneration
Base Cost:500
Modifiers:
Area of Effect:1 target0
Cast Chance:551.4
Casting Time:Normal spell0
Components:See Components Above-0.5
Duration:Instant0
Immunity:No Immunity0
List:List Appropriate0
Range:Touch-0.25
Reliability:Mostly reliable0
Resistance:No save0
Visibility:No visibility modifier0
Active Cost
(cost after advantages):
1200
Recommended Cost
(cost after disadvantages):
685