Difference between revisions of "Restoration (spell)"

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[[File:Energy Drain.jpg|right|525px|thumb]]
 
[[File:Energy Drain.jpg|right|525px|thumb]]
'''Restoration''' brings back a creature's lost [[Experience Level|experience level]], restoring lost memories, hit points, powers and the body's vigour, as it was before the level was supernaturally drained. This restoration is permanent.
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'''Restoration''' is a spell that returns a creature's lost [[Experience Level|experience level]], fully restoring memories, hit points, abilities and physical vitality as they were before the level was supernaturally drained. This effect is permanent, reversing the consequences of unnatural deterioration.
  
 
{{Spelltable
 
{{Spelltable
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| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
}}
 
}}
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Beyond mere restoration, the spell also allows the caster to temporarily elevate a recipient's level, granting them enhanced knowledge and abilities. This effect can only be experienced by a willing recipient who has not suffered level loss, follows the caster's faith and is in good health. For a duration of one round per level of the caster, the target gains one temporary level, with all associated benefits.
  
The spell also enables the caster to '''provide a level''' for a healthy recipient, increasing their knowledge and abilities beyond normal. This effect can only be experienced if the recipient possesses all of his or her achieved levels and is a believer in the caster's religion.  The effect is to raise the recipient's experience level by 1 pt., for one round per level of the caster.
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During this time, affected individuals may select new [[Spellcasting|spells]], expand their [[Weapon Proficiencies|weapon proficiencies]] and enhance their [[Sage Ability|sage abilities]], if practical. They gain any advantages associated with a higher experience level, including improved hit points, attack rolls and skill effectiveness. This effect even grants non-leveled individuals a temporary experience level, offering a fleeting glimpse of martial or magical prowess beyond their normal station.
  
Affected characters can, if they wish, choose new [[Spellcasting|spells]], add to their [[Weapon Proficiencies|weapon proficiencies]] and add to their [[Sage Ability|sage abilities]], if this seems practical in the time given.  The character may also enjoy a better [[Roll to Hit|to hit]] table, more hit points and all other benefits that would normally come from gaining a level.
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== Reverse ==
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The reversed form the spell, '''[[Energy Drain|energy drain]]''', permanently removes an experience level from any target the caster successfully touches. Unlike restoration, the victim does not need to share the caster's faith for the effect to take hold.
  
This effect will provide a temporary experience level for persons who have no experience levels at all.
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Energy drain does not reduce hit dice and therefore cannot kill creatures that do not have experience levels, though it can strip skilled warriors, spellcasters or sages of their hard-earned abilities. The spell remains active for a number of rounds equal to the caster's level, allowing multiple attempts if necessary — once that time expires, the spell's force is lost.
  
== Energy Drain ==
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To drain an enemy's energy, the caster must make a physical touch attack. This attack ignores the target's [[Armour List|armour]], requiring only a successful hit against [[Armour Class|AC 10]]. If struck, the victim must make a saving throw to resist the spell's effects — failure results in the immediate and permanent loss of one experience level.
The reverse of the restoration spell, '''[[Energy Drain|energy drain]]''', permanently removes one energy level from any victim that's touched.  The victim need not be the same religion as the caster.  The spell has no effect upon a creature's hit dice, and cannot be used to kill a non-levelled person. The touch may be attempted multiple times, but once the a number of rounds equal to the level of the caster has passed, the spell's force is lost.
 
  
To touch an enemy, the caster must attempt to hit.  The enemy's [[Armour List|armour]] is ignored; the caster needs '''to hit [[Armour Class|armour class]] 10''' to succeed — whereupon the enemy's experience level is in jeopardy.  Touched creatures are entitled to a saving throw against the spell.
 
  
[[Category: Clerical Spells]][[Category: Don't Review until 2023]]
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See also,<br>
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[[Raise Dead (spell)]]<br>
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[[Regeneration (spell)]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Revision as of 17:00, 8 March 2025

Energy Drain.jpg

Restoration is a spell that returns a creature's lost experience level, fully restoring memories, hit points, abilities and physical vitality as they were before the level was supernaturally drained. This effect is permanent, reversing the consequences of unnatural deterioration.

Restoration
Range touch
Duration see text; 1 round per level
Area of Effect 1 creature
Casting Time 3 rounds
Saving Throw negates
Level cleric (7th)

Beyond mere restoration, the spell also allows the caster to temporarily elevate a recipient's level, granting them enhanced knowledge and abilities. This effect can only be experienced by a willing recipient who has not suffered level loss, follows the caster's faith and is in good health. For a duration of one round per level of the caster, the target gains one temporary level, with all associated benefits.

During this time, affected individuals may select new spells, expand their weapon proficiencies and enhance their sage abilities, if practical. They gain any advantages associated with a higher experience level, including improved hit points, attack rolls and skill effectiveness. This effect even grants non-leveled individuals a temporary experience level, offering a fleeting glimpse of martial or magical prowess beyond their normal station.

Reverse

The reversed form the spell, energy drain, permanently removes an experience level from any target the caster successfully touches. Unlike restoration, the victim does not need to share the caster's faith for the effect to take hold.

Energy drain does not reduce hit dice and therefore cannot kill creatures that do not have experience levels, though it can strip skilled warriors, spellcasters or sages of their hard-earned abilities. The spell remains active for a number of rounds equal to the caster's level, allowing multiple attempts if necessary — once that time expires, the spell's force is lost.

To drain an enemy's energy, the caster must make a physical touch attack. This attack ignores the target's armour, requiring only a successful hit against AC 10. If struck, the victim must make a saving throw to resist the spell's effects — failure results in the immediate and permanent loss of one experience level.


See also,
Raise Dead (spell)
Regeneration (spell)