Ritual Requirements
This spell cannot be cast by a single creature.
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Minimum Casters: 5 spellcasters
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Primary Caster: One creature capable of casting 8th-level spells
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Secondary Casters: Four additional creatures capable of casting at least 3rd-level spells
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All casters must remain stationary and conscious throughout the ritual.
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If a secondary caster is incapacitated or exhausted, another qualified creature may replace them, but doing so adds 30 minutes to the total casting time.
Effect
You inscribe a large square healing seal on the ground and channel regenerative life energy into a creature placed at its center.
This spell reconstructs the body of the patient using residual life essence contained within their soul and chakra-like energy.
The spell can:
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Restore all hit points
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End all conditions
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Cure all diseases and poisons
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Regenerate lost organs and limbs
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Repair neurological and brain damage
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Remove blindness and deafness (unless caused by an artifact or divine curse)
This spell cannot restore life to a creature that has died.
The target must be alive when the ritual begins.
Casting Time by Condition
The total ritual duration depends on the patient’s condition:
| Patient Condition | Ritual Duration |
|---|---|
| Any harmful condition (poisoned, paralyzed, stunned, etc.) | 10 minutes |
| Unconscious, 0 HP but stable | 30 minutes |
| Making death saving throws | 1–2 hours |
| Blinded (non-artifact origin) | 3–6 hours |
| Lost hand or foot | 8–16 hours |
| Lost arm or leg | 24+ hours |
The DM may adjust these durations depending on narrative severity.
Limitations
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The ritual automatically fails if the primary caster loses concentration.
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If two or more casters are incapacitated simultaneously, the ritual collapses.
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A creature can benefit from this spell only once every 30 days.
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The patient gains 2 levels of exhaustion at the end of the ritual.
Material Anchor
A fragment of the patient’s body (hair, blood, tissue, etc.) is required to stabilize the regeneration process. Without it, the spell fails automatically.
Optional Variant — Extreme Medical Burden
For darker or grittier campaigns:
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Each assisting caster gains 1 level of exhaustion when the ritual ends.
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The primary caster gains 2 levels of exhaustion.
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