Rejuvenation (1607)

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Rejuvenation (1607)
Mnemonic [REJUV]
Duration Immediate
Utility Magic  
Subtype Health & Stamina restoration 
Availability Self-cast 
Paladin Base Spells
Mantle of Faith (1601) Defensive
Pious Trial (1602) Attack
Templar's Verdict (1603) Attack
Consecrate (1604) Utility
Arm of the Arkati (1605) Offensive
Dauntless (1606) Offensive
Rejuvenation (1607) Utility
Defense of the Faithful (1608) Utility
Divine Shield (1609) Defensive
Higher Vision (1610) Defensive
Patron's Blessing (1611) Defensive
Faith's Clarity (1612) Utility
Aid the Fallen (1613) Utility
Aura of the Arkati (1614) Attack
Repentance (1615) Attack
Vigor (1616) Utility
Zealot (1617) Offensive
Fervor (1618) Offensive
Faith Shield (1619) Defensive
Not Yet Implemented (1620) Utility
Holy Weapon (1625) Offensive
Judgment (1630) Attack
Divine Intervention (1635) Utility
Divine Word (1640) Utility
Divine Incarnation (1650) Utility

By focusing spiritual magic through the Rejuvenation spell, the Paladin is able to restore health and stamina. This spell is self-cast only.

The base version of the spell restores 15 Health & Stamina Points at a cost of 7 Mana Points (MP). The amount of health and stamina restored increases with training in Spiritual Lore, Blessings, but the mana cost does not increase.

The spell will also impart a health and stamina regeneration bonus to the caster, equal to 10% of his maximum stamina, with a minimum of 1. This bonus is reduced by 1% of his maximum stamina every 30 seconds, until it reaches 0% after five minutes.

When EVOKEd, Rejuvenation will restore health without triggering the stamina restoration/buff mechanic.

Rejuvenation in its most effective form may only be cast once every 5 minutes. Subsequent casts within the same 5-minute period will only return health (including lore bonuses) but no stamina.

Lore Benefit

Training in Spiritual Lore, Blessings increases the rejuvenation gain by +3 HP per seed 1 summation, starting at +3 HP at 1 rank to a maximum of +57 HP at 190 ranks.

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