Nature Magic · healing

Regeneration

Regeneration spreads its healing effect across three rounds. It can be useful when help does not need to arrive all at once. The stated base is first adjusted by the healing coefficient, and only then is the resulting total divided. These are not three separate full healing doses that each use the entire base again.

Any remainder is restored in the earlier rounds, keeping the distribution as even as possible. Use is limited to once per adventure, and the shared healing limit applies in combat. The caster needs the target within reach. The party must account for the gradual effect and keep protecting the injured hero, especially when danger continues throughout the following rounds.

Exact effect: Calculate total healing using the coefficient and divide it as evenly as possible across 3 rounds; any remainder is restored in the earlier rounds. Bonus: base 6 HP before the healing coefficient. Target: 1 creature within reach. Duration: 3 rounds. Limit: once per adventure; shared combat healing limit. Use requires at least INT 9 and Level 3, the appropriate spellcasting ability and knowledge of this spell. Meeting the numerical requirements alone does not grant knowledge of the spell.

Color fantasy illustration of Regeneration
Spell illustration • Nature MagicRegeneration
01

Spell parameters

Target, duration, restrictions, and exact effect.

School
Nature Magic
Type
healing
Min. Intelligence
9
Min. Level
3
Bonus
base 6 HP before the healing coefficient
Target
1 creature within reach
Duration
3 rounds
Restrictions
Once per adventure; shared combat healing limit
Exact effect
Calculate total healing using the coefficient and divide it as evenly as possible across 3 rounds; any remainder is restored in the earlier rounds.
Meeting requirements is not enough

Min. INT and Min. Level only allow a spell to be learned. The character must actually acquire it through leveling, a teacher, a book, a scroll, a reward, a discovery, or the story.