Regenerate Light Wounds

Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers (MW)Updated Supplementals (3.0)

Regenerate Light Wounds is a D&D 3.5 spell (Conjuration (Healing)) from MW. On class lists for Cleric (Level 1), Druid (Level 1), Cleric Variant (Level 1), and others. Range or area: Touch; Saving throw: Will negates (harmless); Duration: 10 rounds + 1 round/level; Casting time: 1 standard action.

School
Conjuration (Healing)
Casting Time
1 standard action
Components
V, S
Range
Touch
Target
One living creature
Duration
10 rounds + 1 round/level
Saving Throw
Will negates (harmless)
Spell Resistance
Yes (harmless)

With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the duration of the spell.
This healing applies only to damage sustained during the spell’s duration, not to that from previous injuries.
The subject heals 1 hit point per round of such damage until the spell ends and is automatically stabilized if he or she begins dying from hit point loss during that time.
Regenerate light wounds does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts.
The effects of multiple regenerate spells do not stack, only the highest-level effect applies.
Applying a second regenerate spell of equal level extends the first spells duration by the full duration of the second spell.