Regenerate Light Wounds?

trentonjoe

Explorer
There is a spell, somewhere in a WOTC book, called something like "regenerate light wounds". I think it regenerates one hit point a round for a while.

My questions:

1) Am I making this up?

2) If not, what book is it in?

3) What is the duration?

4) Is it one hit point a round?


Thanks in advance.
 

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Note that it only regenerates wounds taken while the spell is in effect, so you can't use it for excessive amounts of after-combat healing.

Geoff.
 


Anabstercorian said:
It is, however, the wet dream of all frenzied berserkers.
Err.....doesn't take much to get 'im excited, eh?

It's a wussy spell, given it's limitations and duration.
 

Nail said:
It's a wussy spell, given it's limitations and duration.

What's your logic? It can heal more than a cure light wounds, and has the side benefit of automatic stabilization, should the target go under.

I'll admit that it can be difficult to use, but once you're around the deployment issue, it's a kick-ass spell, as is it's bigger, badder cousin, regenerate circle or whatever it's called.


Jeff
 

If you have a straight cleric in the party, say, d8+5 looks better than a slow rate of healing.

If your main healer is a Druid you will lack the healing horsepower to keep PCs healthy in the thick of combat. Casting a Regenerate Light Wounds means the Druid does not have to run around stabilizing downed PCs and is a real tactical benefit.
 
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Nail said:
Err.....doesn't take much to get 'im excited, eh?

It's a wussy spell, given it's limitations and duration.
Actually I consider the "regeneration" spell chain to be pretty damn good. In combat I'd prefer a slow, steady rate of healing I can rely on (dispel magic aside) instead of needing to spend an action and provoking an AoO to lay on hands, cast a spell or quaff a potion. Throw in an Extend metamgic feat and that thing is seriously dangerous.

The higher level versions are also great for ragers (as has been noted) but also for other classes who use powers/items that derive from hit point sacrifice (vicious weapons, the Divine Sacrifice spell, etc).

It's not your usual spell, but when you need for a tank to stay up in combat and don't have the time/resources to keep an eye on them all the time in combat the regeneration spell chain is your friend.
 

Ridley's Cohort said:
Casting a Regenerate Light Wounds means the Druid does not have to run around stabilizing downed PCs and is a real tactical benefit.
...You'd think so anyway, wouldn't you?

The problems with this spell are larger than that:
  • Opportunity Cost of the Spell Slot: Is this as good as some other healing spell? Nope, given the "only works on wounds taken during the duration" problem.
  • Lack-o-flexibility: This is *not* a spell for use mid-way through the battle. This spell is only useful in limited circumstances, at the beginning of battle. And *only* then. Can't use it to save those "dieing messengers" PC always run into, etc. ;)
  • Not Really Healing: It can't touch the wounds you've already taken, so you can't use it in emergencies. If your barbarian friend is down, or well on his way to being so, this spell won't heal the wounds he took. Sorry, Bbn.
  • Prep. Time: You need to either cast this the round before battle (unlikely), or waste the first round of battle casting it on the Barbarian. Yer gonna waste yer first round like that? Hey, can I fight you next? :) You can cast that while I cast Briar Web.

I'm not sure why anyone would take it....but if I have to fight 'em, I won't tell 'em so!
 

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