Effect
Range medium (100 ft. + 10 ft./level)
Target(s) one or more creatures, no two of which can be more than 30 ft. apart
Duration instantaneous and 1 round/level, see text
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Description
Perfect health enables you to channel a powerful nexus of positive energy to restore targets to nearly perfect health. It cures 10 hit points of damage per level of the caster, to a maximum of 300 points at 30th level. It also immediately ends any and all of the following adverse conditions affecting the target: ability damage, ability drain, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. Perfect health also removes all permanent and temporary negative levels, dispels all magical effects penalizing the targets' abilities, and removes all forms of insanity, confusion, and similar mental effects.
Additionally, if any of the creature's have severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, or ruined organs, they grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Perfect health also lingers on the targets, granting them regeneration 5 (negative energy) for a number of rounds equal to the caster level.
If used against an undead creature or other creature that is harmed by positive energy, perfect health instead acts like harm except the maximum damage is increased to 300 points at 30th level and, on a failed save, the target takes a -1 penalty to attack rolls, skill checks, and saves and a -10 penalty to their maximum health. These penalties last for 1 round per caster level and stack with multiple casting of this spell.