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Character Death and Energy Drain

Character death has always been one of the most sobering aspects of D&D. There have always been spells to bring a character back from the dead, but such spells have always had some sort of penalty built into them. For example, before D&D V3.0, not only was there a chance that the character would fail his "resurrection roll" and not come back at all, but even if he did come back to life, he would permanently lose a point of Constitution. Since the probability of succeeding at your "resurrection roll" was directly tied to your Constitution score, a player whose character died repeatedly would watch his character's Constitution march relentlessly downward. This not only decreased the character's Hit Points, making it more likely he would die again, but also made it less likely that he would successfully come back to life next time. Many a character simply retired, weak and feeble, rather than die on adventure for the last time.

Starting in D&D V3.0, several aspects of this process were made more palatable. No longer did random chance play a role in whether a character could come back to life. No longer did elves require the higher level and more expensive resurrection spell, rather than the cheap and readily available raise dead spell. No longer was the character's Constitution score harmed by being brought back from the dead. Instead, the character lost a level of experience, and even this penalty could be avoided - if a 17th level cleric could be found to cast the true resurrection spell upon the dead character and sufficient gold was available to pay for the spell.

But, in some sense, losing a character level is at least as severe a punishment as losing an ability point, since, as Andy Collins points out in his theory of The High Cost of Dying, it punishes the player as well: a level's worth of experience might represent many weeks of game play. For example, my level 15 drow, Veracity, has been adventuring for over a year in The City of the Spider Queen and has, so far, not advanced so much as a single level. Should she die and be raised via a lesser spell than true resurrection, that is a year of gaming down the drain, XP-wise.

Level Loss and restoration spells

Other modes of level-loss have long been a part of D&D. Vampires and spectres, wraiths and wights, have always been among the most-feared monsters since they could drain away experience levels with terrifying ease. Fortunately, there was a spell - restoration - which would allow such lost levels to be recovered. Here, too, V3.0 improved game play: such monsters now bestow "negative levels" which only become permanent level drain if the character fails a (possibly difficult) saving throw, 24 hours later. The restoration class of spells removes "negative levels", obviating the saving throw, and can also remove actual drained levels acquired by failing those saves, if cast soon enough after the failed save.

However, even the most powerful restoration spell was not effective at removing a level lost due to coming back from the dead: the spells specifically stated that there was no way to avoid that. Not even via a wish spell, which is puzzling: what is conceptually wrong with saying "I wish that we had bought a true resurrection spell to bring back poor Vandis, rather than a simple raise dead"?

(Perhaps this represents old-time-thinking on my part: I believe that the V3.0 wish spell is much more "here is a generic spell to harness high-level magical power in ways that other more specific spells don't address", rather than the pre-V3.0 attitude that "a wish is actually a kind of potent curse that is inflicted upon the caster by malevolent extra-planar beings: it is the DM's job to play the role of these beings by scrutinizing the exact wording used by the players and interpreting the words in the most literal and disadvantageous way possible in order to screw over the characters", which was, unfortunately, so common.)

In any case, Andy Collins, in his article, proposes that a character brought back from the dead not lose a level, but should simply acquire a negative level which could not be healed via restoration (although he did mention that a wish or miracle should work), but which would naturally go away when the character next advanced a Character Level. Until then, the character would effectively operate as a level lower, but no actual XP - and hence player game time - would be lost. He also proposed that this mechanism could be used for level drains from energy drain attacks, such as those inflicted by the undead monsters I mentioned above, although the player would then need to keep track of how each negative level was acquired, since only the energy drain inflicted ones would be curable via restoration.

In fact, that kind of bookkeeping is already necessary: a player needs to keep track of the date, at least, of each drained level, since the restoration spell only restores levels that have been drained within the recent past: one day per caster level, or one week per caster level, if the greater restoration spell is used.

Therefore, I propose here a unified mechanism to ameliorate both coming back from the dead and the long-term effects of energy drain attacks. I will describe a hierarchy of types of "negative levels" and a corresponding hierarchy of restoration spells, including a new one, true restoration.

Negative Levels

What are the game effects of a "negative level"?

As described in the energy drain section of the Dungeon Master's Guide, each a negative level that a character carries has the following baneful effects:

  • -1 on all skill checks
  • -1 on all ability checks
  • -1 on all attack rolls
  • -1 on all saving throws
  • -5 hit points
  • -1 effective level for any roll in which that is a factor, such as Caster Level Checks
  • loss of one spell slot from the spellcaster's highest available spell level

This is an abstraction, of course: the character may have had more or less than 5 hit points and may have gained multiple spell slots, but the general "feel" of character afflicted in such a way is more or less that of a character one level lower.

Negative levels are now classified into three "types". The game effects of each are identical: all afflict the character as described above. They differ only in how they are acquired and how they can be removed.

Types of negative levels
Type Caused By Cured By
temporary energy drain attacks Successful Fortitude save
restoration or better
semi-permanent Failed Fortitude save Timely restoration or better
Character Level advancement
permanent raise dead or resurrection spell true restoration
Character Level advancement

A character afflicted by an energy drain attack takes some number of "temporary negative levels". 24 hours later, the character must make a Fortitude save against a particular Difficulty Class for each such "temporary negative level". A successful save means that the negative level is removed. A failed save means that the negative level is now a "semi-permanent negative level". Any time before the character is required to make such Fortitude saves, any restoration spell more powerful than lesser restoration will remove all "temporary negative levels", along with healing ability damage and drain.

A character who has acquired a "semi-permanent negative level" does have some options. A restoration spell cast within one day per Caster Level will remove one "semi-permanent negative level", as well as healing all ability damage and drain; a greater restoration spell cast within one week per Caster Level will restore all recently acquired "semi-permanent negative levels", as will a true restoration spell cast at any time. And finally, simple adventuring can cure the affliction: acquiring enough XP to go up a Character level will remove the oldest "semi-permanent" or "permanent negative level" afflicting a character.

A character acquires a "permanent negative level" when she is brought back from the dead with a raise dead or resurrection spell. The true restoration spell will remove the oldest "permanent negative level": in some sense, the combination of raise dead and true restoration is the equivalent of the character having used a true resurrection spell in the first place. And again, simply acquiring enough XP to go up a Character level will remove the oldest "permanent negative level" afflicting a character.

restoration-type spells

There is a hierarchy of spells that heal ability and level damage and draining.

Spell Spell Level Minimum Caster Level Material Cost XP Cost Heals
restoration 5 9 100 gp All ability damage and drain
All "temporary negative levels"
The oldest "semi-permanent negative levels" acquired within the recent past: within one day per Caster Level
greater restoration 7 13 2,500 gp All ability damage and drain
All "temporary negative levels"
All "semi-permanent negative levels" acquired within the recent past: within one week per Caster Level
true restoration 9 17 20,000 gp All ability damage and drain
All "temporary negative levels"
All "semi-permanent negative levels"
The oldest "permanent negative level"

Note that the player must maintain a record of each negative level the character has acquired, including the date upon which is was acquired and the "type" of negative level: temporary, semi-permanent, or permanent. Upon receiving restoration magic, all "temporary negative levels" and one or more sufficiently recent "semi-permanent negative levels" are erased. Upon Character Level advancement, the oldest permanent or semi-permanent negative level is erased.


Comments:

  1. The greater restoration spell, as defined in the Player's Handbook, has a cost of 500 XP. The regular restoration spell has a simple 100 gp cost. Why did the designers switch from a gp cost to an XP cost? I suspect it is because the 7th level V2 restoration spell had an "aging" cost: the Cleric would age three years when she cast it. In V3.0, most such "aging" costs became "XP" costs; wish, and limited wish being prime examples.

    I find the switch from a "material" cost to an "XP" cost inconsistent; the raise dead, resurrection, and true resurrection sequence of increasingly powerful spells has an increasingly more expensive gp cost; it does not switch mid-stream to requiring an XP cost.

    Using the defined ratio of 1 XP = 5 gp, I converted the 500 XP cost to be 2,500 gp.

  2. Andy Collins proposed that a wish or miracle spell could cure one "permanent negative level". Each of those spells has a 5,000 XP cost, or 25,000 gp. I considered using that amount of gp as the material cost for true restoration, but scaled it back somewhat: it seems to me that the combination of raise dead (for 5,000 gp) and true restoration (for 20,000 gp) is about the equivalent of true resurrection (for 25,000 gp).
  3. What about permanent Constitution loss that a level one character suffers if he dies and is raised? That, too, is supposedly "not curable by any means." I think true restoration should fix that, as well, although I suspect that most level one characters don't get raised, much less restored.

Raise dead sequence of spells:

Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the spell gains a permanent negative level when it is raised. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This permanent negative level or Constitution loss can be removed only by means of a true restoration spell (each casting of which will remove the oldest permanent negative level) or by gaining enough experience to advance to the next character level (which will also remove the oldest permanent negative level).

A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level. A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this spell. Constructs, elementals, outsiders, and undead creatures can't be raised. The spell cannot bring back a creature that has died of old age.

Material Component: Diamonds worth a total of least 5,000 gp.

Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes

This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject of the spell gains a permanent negative level when it is raised. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This permanent negative level or Constitution loss can be removed only by means of a true restoration spell (each casting of which will remove the oldest permanent negative level) or by gaining enough experience to advance to the next character level (which will also remove the oldest permanent negative level).

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

True Resurrection
Conjuration (Healing)
Level: Clr 9
Casting Time: 10 minutes

This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased creature's time and place of birth or death is the most common method).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no new permanent negative level or loss of Constitution points or prepared spells.

You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can't resurrect constructs or undead creatures.

Even true resurrection can't restore to life a creature who has died of old age.

Material Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.

Restoration sequence of spells:

Lesser Restoration
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless) Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Restoration
Conjuration (Healing)
Level: Clr 4, Pal 4
Components: V, S, M

This spell functions like lesser restoration, except that it also dispels all temporary negative levels. Additionally, it dispels the oldest semi-permanent negative level that was acquired in the recent past: within one day per caster level. Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration has no effect on permanent negative levels or the Constitution points lost due to death.

Material Component: Diamond dust worth 100 gp that is sprinkled over the target.

Greater Restoration
Conjuration (Healing)
Level: Clr 7
Components: V, S, M
Casting Time: 10 minutes

This spell functions like lesser restoration, except that it also dispels all temporary negative levels afflicting the healed creature. Additionally, it dispels the all semi-permanent negative levels that were acquired in the recent past: within one week per caster level. Greater restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration has no effect on permanent negative levels or the Constitution points lost due to death.

Material Component: Diamond dust worth 2,500 gp that is sprinkled over the target.

True Restoration
Conjuration (Healing)
Level: Clr 9
Components: V, S, M
Casting Time: 1 hour

This spell functions like lesser restoration, except that it dispels all temporary and semi-permanent negative levels afflicting the healed creature, as well as the oldest permanent negative level. True restoration also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Finally, true restoration does restore Constitution points lost due to death.

Material Component: Diamond dust worth 20,000 gp that is sprinkled over the target.


Copyright © 2004 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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