Regeneration Spell in Shadowrun | World Anvil

Regeneration

REGENERATION
Type: P Action: Auto
Range: Self Duration: Always  

This power allows rapid healing of any damage a critter has taken. At the end of each Combat Turn, if the critter has any damage on either of its Condition Monitors, it makes a Magic + Body Test, adds its Body to the number of hits scored, and heals that many boxes of damage, first from Physical overflow, then from the Physical damage monitor, and finally from the Stun damage monitor. If the critter has exceeded its Physical overflow damage, it’s not dead yet. It still gets a Regeneration Test. If, after this test, its Physical overflow still exceeds its Body, then it’s really dead.

Regeneration can’t heal everything. Damage to the brain or spinal cord (for example, a called shot to the head) can’t be healed this way. Magical damage from weapon foci, combat spells, most critter or adept powers, or Drain likewise can’t be healed by Regeneration. If the critter is damaged by something it has an Allergy to, it can heal that damage with Regeneration, but can’t make the Regeneration Test as long as it’s in contact with the allergen.

Regeneration is incompatible with augmentations. Critters with Regeneration cannot receive augmentations; surgical incisions close too quickly to perform the implantation. Critters with augmentations who gain this power will reject their augmentations as the power repairs the existing genetic template.


(p400 CRB)