[necromantic]
Caster Level 12
Range 0
Area of Effect the wearer
Duration continuous
Save None
Aura Strong/Strong
Class Requirement none
Encumbrance none
XP Value/GP Value 11,000/56,000 g.p.
This ring grants the wearer the ability to regenerate damage.
Once donned, the ring communicates it's ability of regeneration to the wearer.
When donned, the wearer gains regeneration of 1 hit point every 10 rounds.
Regeneration occurs while the ring is worn and there is damage to be healed—the ring will regrow lost limbs.
If the digit where the ring is placed is totally destroyed (requiring fire or acid), the ring will cease to function. If the ring is removed from the digit, the ring ceases to function.
While worn, a ring of regeneration prevents true death from damage. Thus, a creature can be driven unconscious, but unless the digit wearing the ring is destroyed using fire or acid, the ring is destroyed, or the ring is physically removed from the digit, the wearer does not actually die.
Death effects that do not cause damage can still kill the wearer (e.g. death spell; power word, kill; finger of death, etc.). If the wearer (actually) dies, the ring ceases to function.
Lingering damage effects (e.g. poison that causes damage), will continue to damage the wearer (although new saves may be granted) until the GM determines the effects are nullified.
If the limb wearing the ring of regeneration is cut off, but the wearer remains living, the regeneration effect will pause. However, the limb can be held to the stump and it will re-attach after 10 rounds.
Time for Complete Limb Regeneration. Finger, toe, nose, or ear: 1 hour; Hand, foot, or internal organ: 6 hours; Arm, leg, or wing: 24 hours; and Head: 48 hours. Replacement time is only 10 rounds if the lost organ is present and can be pressed into place.
Most (01-90) rings of regeneration found conform to the abilities above. Rarely (91-00) the type of ring found will be a ring of vampiric regeneration.
Once donned, the ring communicates it's ability of vampiric regeneration to the wearer.
If the wearer is damaged and strikes another creature in melee, doing damage, the wearer will siphon off healing equal to one-half of the damage caused (rounding down to whole numbers). This healing cannot add hit points past the wearer's normal maximum. Only melee attacks by the wearer will provide healing.
This healing power is not limited in terms of number of attacks or types of creature struck, although striking objects grants no healing.
No other powers are granted by the ring of vampiric regeneration. I.e. No regeneration of limbs or protection from death by damage.
Attunement
The ring requires 24 hours of being worn to attune itself to a wearer (and will not function until it is attuned).