Difference between revisions of "Restoration (spell)"
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− | [[File: | + | [[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. | ||
+ | |||
{{Spelltable | {{Spelltable | ||
| name = Restoration | | name = Restoration | ||
− | | range = | + | | range = touch |
− | | duration = | + | | duration = see text; 1 [[Combat Round|round]] per level |
| area of effect = 1 creature | | area of effect = 1 creature | ||
| casting time = 3 rounds | | casting time = 3 rounds | ||
− | | save = negates | + | | save = negates |
| level = [[Cleric 7th Level Spells|cleric (7th)]] | | level = [[Cleric 7th Level Spells|cleric (7th)]] | ||
}} | }} | ||
− | + | 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. | |
+ | |||
+ | 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. | ||
+ | |||
+ | This effect will provide a temporary experience level for persons who have no experience levels at all. | ||
− | The | + | == Energy Drain == |
+ | 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. | ||
− | The | + | 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]] |
Latest revision as of 22:09, 9 May 2022
Restoration brings back a creature's lost 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.
Range | touch |
Duration | see text; 1 round per level |
Area of Effect | 1 creature |
Casting Time | 3 rounds |
Saving Throw | negates |
Level | cleric (7th) |
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.
Affected characters can, if they wish, choose new spells, add to their weapon proficiencies and add to their sage abilities, if this seems practical in the time given. The character may also enjoy a better to hit table, more hit points and all other benefits that would normally come from gaining a level.
This effect will provide a temporary experience level for persons who have no experience levels at all.
Energy Drain
The reverse of the restoration spell, 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 is ignored; the caster needs to hit 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.