Rejuvenation (3.5e Spell)
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Conjuration (Water/Healing) [A healing over time spell that can act like poison on undead.] | |
Level: | 2 |
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Components: | Somatic |
Casting time: | Instantly |
Range: | 200 feet |
Target, Effect, or Area: | one |
Duration: | 1d4+Cha/Wis or Int |
Saving Throw: | none or Fortitude |
Spell Resistance: | Yes the spell allows Resistance if cast offensively. |
A healing spell which is rather ergonomic and heals over time
Rejuvenation is like the little brother to Cure light wounds, once cast on the Caster or preferably an Ally the spell slowly start healing the target. Each round for 1d4+Mod rounds the target is healed 1d4+Mod hp so if a Shaman with a Wisdom modifier of +6 (20 Wis, + 1 to Healing Mastery feat) cast Rejuvenate on an ally they will heal for 10 rounds and each round they heal 10 hp (if the die was rolled at 4). That is a maximum total of 100 hp after 10 Rounds. Of course the spell be dispelled.
Casting Rejuvenation with a level 3 spell slot will increase duration to 1d6+Mod and casting the spell at lvl 4 spell slot will increade duration to 2d4+mod. The spell should max out at a level 4 (Dm's discretion) and the target will be healed 2d6+Mod each round for 2d6+Mod.
When cast at Undead it causes damage instead and acts like a slow acting poison as literal mushrooms and lichen begin to rapidly decay the undead target.
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
Back to Main Page → 3.5e Homebrew → Complex Special Ability Components → Spells
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