Delay Regeneration (Alteration)
Wizard--Level 3
Reversible
Range: 5 yds/level
Components: VSM
Duration: 1 round/level
Casting Time: 3
Area of Effect: Up to 8 creatures in a 60-ft. radius
Saving Throw: neg.
With this spell, the wizard is able to temporarily halt or negate any regenerative powers or abilities possessed by the subject creatures. Any kind of regeneration, including that bestowed by a magic spell or item (such as a Ring of Regeneration) and the inherent capabilities of such creatures as trolls or vampires, is affected by this spell. If successful, the spell prevents such creatures from regenerating, in any way, for the duration of the spell.
The caster can choose both the type and number (up to 8) of creatures to be affected, as long as all remain within the area of effect during the casting. Normally, the saving throw vs. spell is unmodified, but if only 1-2 creatures are targeted, the save is made at a -2 penalty; if 7-8 creatures are to be effected, each gets a +1 bonus to the saving throw. Note that beings under the influence of this spell will begin regenerating once this spell expires.
The reverse of this spell, Enhance Regeneration, allows creatures capable of regeneration (of any sort, including regeneration granted through spells or magic items) to regenerate at twice their normal rate for 1 turn per level of caster. An unmodified saving throw vs. spell is allowed to negate the effects of this spell.
The material components for either version of this spell are three fingernails from a naturally regenerating creature and a sheet of gold (at least 250 g.p. value) which is formed into a small ring at the time of casting.
(c) 1995 by David Pindel