- Acts as the spell cure disease.
- Acts as the spell regenerate.
- Acts as the spell remove curse.
- Acts as the spell restoration.
- Cures blindness.
- Cures deafness.
- Heals 1d4 hit points.
- Heals 2d4 hit points.
- Heals 3d4 hit points.
- Heals 4d4 hit points.
- Imbues the drinker with cold resistance for three days.*
- Imbues the drinker with fire resistance for three days.*
- Imbues the drinker with immunity to disease for a fortnight.*
- Imbues the drinker with immunity to poison for seven days.*
- Increases the drinker's charisma permanently by 1 point.**
- Increases the drinker's constitution permanently by 1 point.**
- Restores strength, agility, and mobility.
- Reverses the drinker's physiological age by 1d6 years.
- Turns the drinker blue for two days.*
- Turns the drinker invisible for 1d6 hours.*
* This benefit cannot be extended by additional drinking until the initial effect wears off.
** This benefit can be used to increase the drinker's attribute once only, but can be used to restore lost attribute points multiple times.
[Edit: As an option, all springs have the benefit of restoring (or temporarily granting) 1 hit point to any who drink from them in addition to their primary benefit. This emphasizes their magical nature even to those who cannot take advantage of their most noteworthy quality, e.g. a person with sight who drinks from a spring that cures blindness will still experience a magical effect. Even if the drinker has no hit points to restore, he or she will gain a temporary increase of 1 hit point. This hit point, once lost, cannot be regained through healing or any other means except drinking from the spring, and no more than 1 such hit point may be gained at a time.]