(Reversible)
Necromantic
Level Cleric 7
Components V, S, M
Casting Time 3 rounds
Range Touch
Area of Effect One creature
Duration Instantaneous; see description
Save None
This spell will grow back severed limbs on a living creature.
Any limb, bone, or organ that is severed or rendered useless due to damage will become whole and perfectly usable. If multiple limbs are missing/damaged, all will be healed.
The process takes 2d4 x 10 rounds to complete. A cleanly severed limb that is held to a stump will reattach and become usable in 1 round.
Each round during the regeneration process, a percentage of any damage take is healed based on the overall time period. Damage taken while the spell is active will be healed up to the remaining time period in terms of percentage.
All scarring on the recipient is likewise healed.
While non-damaging effects cannot be healed, in certain cases, the limb or organ can purposefully be damaged prior to the regenerate spell to return the limb or organ to normal function (e.g. blindness spell).
Example. A creature that took 20 points of damage (out of a maximum of 30) and whose arm was severed is the recipient of a regenerate spell that runs 40 rounds. Thus, every 2 rounds while the spell is in effect, the recipient creature is healed 1 hit point. Halfway through the spell's time period, the recipient creature is damaged for 10 hit points. Thus, the creature will heal an additional 1 hit point per 4 rounds (able to heal only 5 hit points from the 10 taken as the spell was 50% complete).
Limitations
The spell only affects living creatures.
Material Components. A vial of holy/unholy water and a prayer device (beads, wheel, book, etc.). The liquid is consumed in the casting of the spell. Cost/Scarcity. 25 g.p. per vial/Common;
Known Additions/Substitutions. None.
Necromantic [aging, energy drain]
Level Cleric 7
Components V, S, M
Casting Time 3 rounds
Range Touch
Area of Effect One creature
Duration Instantaneous; see description
Save vs. Spell (save negates)
This spell causes the limb touched to shrivel and fall off.
After the caster completes the spell, they must touch a living target creature using a melee contact attack.
A successful contact attack means a limb of the target is touched and it must make a save vs. Spell or the touched limb will wither (save negates).
A withered limb shrivels, becoming unusable, and, in 2d4 x 10 rounds, it will drop off, turning into dust.
The limb withered is determined by rolling a d6:
Head
Left leg
Right leg
Left arm
Right arm
Roll again
If the creature has more limbs or a tail, the GM will use a larger die to determine the limb, the legs and arms listed above will always be the fore-limbs. For example, a horse will require a d8 (6=left hind leg; 7=right hind leg; 8=tail).
If a creature's head is withered, it will die (unless a troll, or creature with a similar type of regenerative power).
Other effects are based on the limb withered. A biped that attempts to move and cannot use a leg must make a Dexterity save vs. Petrify or will fall prone and must crawl at 10-ft. per round. A quadruped that loses function in a single leg will move at 75% normal speed. Loss of function in an arm or similar limb means it cannot be used. Loss of function in a tail may or may not hinder movement per the GM.
Limitations
The spell only affects living creatures.
Material Components. A vial of unholy water and a prayer device (beads, wheel, book, etc.). The liquid is consumed in the casting of the spell. Cost/Scarcity. 25 g.p. per vial/Common;
Known Additions/Substitutions. None.
Performance Rating Notes. Good clerics using wither will gain a performance rating mark.