Rejuvenation (3.5e Spell)
3e Summary::A healing spell which is rather ergonomic and heals over time
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. |
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.
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