Vanquil's Cellular Regeneration
(Necromancy)

Range:  0
Components:  V, S, M
Duration:  4 rounds
Casting Time:  4
Area of Effect:  Creature touched
Saving Throw:  None

Cellular regeneration is a spell that increases the growth rate of the body's various tissues, causing them to mend together faster. Once the recipient is touched, the spell begins to work, restoring damage according to the table below:

	Round	Healing
	1	1 HP of damage
	2	1d4 HP of damage
	3	1d4 HP of damage
	4	1 HP of damage

If the recipient performs any strenuous activity during the spell duration (like combat, casting spells over third level, or using a psionic power that requires a Constitution check), the spell is immediately aborted. All hit points are gained at the end of the appropriate round. Due to the stress of regeneration, this spell cannot be cast more than once per person for increased healing. For the spell to be effective again, the recipient must take more damage.
The material component is a piece of troll flesh that has been burned in acid.
Note: this spell is intended to give wizards some curative abilities, not to replace priests. The spell is much less powerful than the equivalent cure serious wounds, both in terms of damage and limitations. I would suggest that DMs limit the spell to be useful to a single person only once per day (regardless of injuries). If you wish to increase the level of the spell, that's up to you. I would not recommend banning it - unless all the NPC necromancers in your world are murderous scum with an obsession for dead things.

