Level
7th
Casting Time
1 Minute
Range/Area
Touch
Components
V, S, M *
Duration
1 Hour
School
Transmutation
Attack/Save
None
Damage/Effect
Healing
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).
The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
* - (a prayer wheel and holy water)
ima use this on a headless horseman, see what happens
Change it to 5 or 10 hit points per turn. That would simulate the Regeneration ability of several monsters.
Or a creature can reduce your hit point maximum, or use an ability that prevents you from healing. I used chill touch against a gray slaad to prevent it from regenerating.
A lot more helpful if your DM is serious about missing body parts.
It is different than a troll making it both stronger and weaker. On the stronger side magic effects do not stop it. As long as you are alive, you regain 1 hp every round. On the weaker side, you have to be alive. If you take extreme damage in 1 round (twice your HP), die from disintegration, or fail 3 death saving throws in one round, you are dead so it no longer works. I can no longer stimulate you natural healing. However, its is still very strong. If you took an extra 99% of your HP damage in 1 round, you regenerate and are conscious again. If a monster knocked you unconscious then hit you a second time to cause 2 failed death saved, you regenerate at the start of your turn and are once again conscious. If you have a someone squishy who goes down a lot, the are automatically brought back every round as long as they don't fail 3 death saves before it comes back to them. That 9th level warlock hits and knocks your wizard unconscious with an acid arrow. At the top of your wizard's turn, they're back with 1 HP and can for whatever they want. At the end of their turn they fail their saving throw and take 9d4 acid damage and go unconscious again. Next turn, they're back up.
Its using a different magical energy. Transmutation is using the raw energy of creation to alter physical forms. Losing a limb does not kill you, it alters your physical form. Regeneration changes your missing stump into a full arm. Necromancy is dealing with only with the energies of life and death. It deals with the adding or removing life force from a being. Using necromancy, you can add life force to a corpse to make it move but it is still a corpse. No amount of extra life force can create something that does not exist.
Feels like this spell should have a material component cost
This spell really shines when you have a zealot barb in the group
In terms of in combat healing? Yeah. In terms of total though it’s unmatched. The *minimum* is 619 hp total. It also straight up means a person cannot die unless they are hit by an effect which causes instant death without death saves.
Oo, it even does this if they're at 0 hit points. Makes em really hard to keep down for a whole hour.
As others have kind of noted without spelling it out extremely explicitly:
Another way to die while using this spell is if you keep getting hit with chill touch every turn, get knocked down to 0 and just fail 3 death saves the old-fashioned way. Or any other way you can be dropped to zero and then run out of death saves while you keep getting hit with chill touch so you don't come back up again. So, yeah, since there's a cantrip that can turn off the healing effect - not really over-powered. And, like most magic spells, it can be dispelled and it doesn't work in anti-magic fields.
Since it's the only thing in the game (well, this or a wish cast to duplicate this) that can restore severed/missing limbs... not under-powered either. Plus, so long as you don't take a "can't regain hit points effect" or have the regenerate get dispelled, there's that 600 more HP healed across the course of an hour....
IMO, it's a really nice spell. But, there are ways to counter it.
It heals 4d8+15 hp, plus 1 hp per turn for 60 minutes, for a total of 4d8+615 hp over an hour. It's actually very good by itself.
imagine a Divine Soul sorcerer Twinning this
Can only a cleric, bard or druid under the school of transmutation use this spell? or can any cleric, bard or druid use this spell? I'm unable to purchase it from the marketplace it's driving me crazy. I'm a cleric but I have a construct in my party and this would be perfect for the bosses we have been facing.
You are regaining a limb... that's pretty damn impressive.
The spell's text would seem to imply a limit in terms of the kinds of limb-related injuries it's able to repair: it specifically says it mends "severed" members, which suggests limbs or digits that had been cut or torn off in some manner -- cleaved off by a blade stroke, bitten off by a large enough predator, shredded by the dispassionate brutality of exposed machinery, etc.; if there's supposed to be an attachment between the body and the part that's been taken off, and some object or action has broken that attachment and split up the two parts, then Regenerate ought to be able to heal the damage.
However, let's imagine an Izzet engineer who was standing too close to a high-yield laboratory explosion, with the spherical area of raw energy incinerating parts of multiple limbs before the rapid expansion of the superheated air sent them hurtling through the wall on the far side of the lab. Those missing limbs wouldn't be severed by the terms of the word's definition, they're just gone -- disintegrated by the searing heat, which likely also cauterized the stumps (the cauterization also being the likely reason that both Fire and Acid damage counter a troll's Regeneration ability). Under a situation like that, I'm not sure that even a Regenerate spell would be able to do much: unless a missing limb's connections to the body (blood vessels, nerves, bones, muscle groups, etc.) can be connected directly back to their counterparts on the stump, the spell would only provide the health restoration. This limitation in terms of both the kinds of injuries it can repair (not all missing limbs are cut off) and the implied time limit to cast it in (once those connections either get sealed off by the body's natural healing factor or begin to go necrotic, the window would be closed) feel like they're deliberate ways to keep the spell from being too effective at giving Death the middle finger.
Think about it like this: if reattaching a limb would require removing scar tissue over the wound -- un-healing an injury, in other words -- I'm not sure if Regenerate would be effective.
From what I’m seeing this is a no concentration spell that heals 4d8+15 hit points immediately, and then heals 10 hit points per minute (1 hit point a round) for an hour (600 hit points total).
I wouldn’t say it’s underpowered myself
10 hitpoints a minute for an hour?
That's 600HP.
Not including a maximum 47hp to start.
Regrowing limbs too? Like bruh...
You can't beat that.
Cast it on a Zealot Barbarian in Rage Beyond Death