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Bridging the cognitive gap between how the game rules work and what they tell us about the setting
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<blockquote data-quote="Voadam" data-source="post: 9229957" data-attributes="member: 2209"><p>Regenerate is a particularly interesting case. In AD&D the regenerate spell healed zero hp, it just heals physically severed limbs. No hp restoring spell did that.</p><p></p><p>1e:</p><p></p><p>Regenerate (Necromantic) Reversible</p><p>Level: 7 Components: V, S, M</p><p>Range: Touch Casting Time: 3 rounds</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Creature touched</p><p>Explanation/Description: When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, or organs will grow back. The process of regeneration requires but 1 round if the member(s) severed is (are) present and touching the creature, 2-8 turns otherwise. The reverse, wither, causes the member or organ touched to shrivel and cease functioning in 1 round, dropping off into dust in 2-8 turns. As is usual, creatures must be touched in order to have harmful effect occur. The material components of this spell are a prayer device and holy/unholy water.</p><p></p><p>2e:</p><p></p><p>Regenerate</p><p>(Necromancy)</p><p>Sphere: Necromantic</p><p>Range: Touch Components: V, S, M</p><p>Duration: Permnanent Casting Time: 3 rounds</p><p>Area of Effect: 1 creature Saving Throw: None</p><p>When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, and organs grow back. The process of regeneration requires but one round if the severed member(s) is (are) present and touching the creature, 2d4 turns otherwise. The creature must be living to receive the benefit of this spell. If the severed member is not present, or if the injury is older than one day per caster level, the recipient must roll a successful system shock check to survive the spell.</p><p>The reverse, wither, causes the member or organ touched to shrivel and cease functioning in one round, dropping off into dust in 2d4 turns. The creature must be touched for the harmful effect to occur.</p><p>The material components of this spell are a holy symbol and holy water (or unholy water for the reverse).</p></blockquote><p></p>
[QUOTE="Voadam, post: 9229957, member: 2209"] Regenerate is a particularly interesting case. In AD&D the regenerate spell healed zero hp, it just heals physically severed limbs. No hp restoring spell did that. 1e: Regenerate (Necromantic) Reversible Level: 7 Components: V, S, M Range: Touch Casting Time: 3 rounds Duration: Permanent Saving Throw: None Area of Effect: Creature touched Explanation/Description: When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, or organs will grow back. The process of regeneration requires but 1 round if the member(s) severed is (are) present and touching the creature, 2-8 turns otherwise. The reverse, wither, causes the member or organ touched to shrivel and cease functioning in 1 round, dropping off into dust in 2-8 turns. As is usual, creatures must be touched in order to have harmful effect occur. The material components of this spell are a prayer device and holy/unholy water. 2e: Regenerate (Necromancy) Sphere: Necromantic Range: Touch Components: V, S, M Duration: Permnanent Casting Time: 3 rounds Area of Effect: 1 creature Saving Throw: None When a regenerate spell is cast, body members (fingers, toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures), bones, and organs grow back. The process of regeneration requires but one round if the severed member(s) is (are) present and touching the creature, 2d4 turns otherwise. The creature must be living to receive the benefit of this spell. If the severed member is not present, or if the injury is older than one day per caster level, the recipient must roll a successful system shock check to survive the spell. The reverse, wither, causes the member or organ touched to shrivel and cease functioning in one round, dropping off into dust in 2d4 turns. The creature must be touched for the harmful effect to occur. The material components of this spell are a holy symbol and holy water (or unholy water for the reverse). [/QUOTE]
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