Regenerate
Alois's answer to wounds that ordinary healing cannot repair
Regenerate awakens a troll-like healing factor in one creature. Flesh closes as it is torn, bones set themselves and the body slowly rebuilds missing limbs and organs. These injuries remain matters of roleplay and anatomy rather than separate conditions; the GM determines how their recovery appears during the spell.
At the end of each tick, the target restores HP equal to 1% of its maximum HP per caster level. At CL 20, it therefore restores 20% per tick and 60% over a three-tick round. Several Regenerate spells on the same creature do not stack.
Fire and acid interfere with the copied regeneration. If the target takes fire or acid damage during the current round, reduce the spell's healing by the percentage in the table. The reduction changes the healing rate, not the spell's total cap.
Spell Scaling
| Spell Level | Maximum Total Healing | Reduction from Fire or Acid |
|---|---|---|
| 5 | 100% of maximum HP | 50% |
| 7 | 200% of maximum HP | 45% |
| 9 | 300% of maximum HP | 40% |
| 10 | No total cap | 35% |
The cap counts HP actually restored; healing lost while the target is already at maximum HP does not consume it. Level 10 has no fixed total cap, but the spell still ends after 1 round per caster level.
Unlike Heal, Regenerate affects only one creature and restores its HP over time. Its strength is keeping an exceptionally durable body alive through sustained damage rather than healing an entire group at once.